Introduction
FILL IN note this is just a collection of the ideas I found lying about in old threads- this is NOT YET a collection of ideas from the old list or from Asmodean's list thread)
[i]Thanks! -List Threadmaster DarkCloud[/b]
Summary
FILL IN
NOTE TO SELF- EDITED UP TO SKYWALKER 03-Jan-2003 19:30
NOTE TO SELF: Related Threads:
{The List} Civilization Traits http://apolyton.net/forums/showthrea...hreadid=105555 Nuclear Master (LOGGED THRU SANDMAN 03-01-2004 20:47)
{The List} Civilizations http://apolyton.net/forums/showthrea...hreadid=105331 civilleader (LOGGED THRU NUCLEAR MASTER 03-01-2004 18:39)
The Ideas
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1.0.0 Types of Civs
----
1.0.1 Growth-Oriented Civs
*Growth Oriented civs, with following bonuses : Extra food in town / city / metropolis. Growth oriented improvements twice cheaper.
-Spiffor
1.0.2 Proto-Civs
*The Civilizations should start as tribes, and aren't really considered civs before they complete their palace. This would allow the game to start earlier.
Before the palace is built, the tribes won't create any culture, though they would be able to create warriors, archers, and such. However, they will also have no scientific advancement since they are little more than nomadic herdsmen who have finally settled down and are just starting to adjust to the rigors of civilization and farming.
Once palaces are built, the civilizations will overtake the near tribes rapidly, with the villages and encampments turning into small cities
-Azazel
1.1.0 Barbarian Civs
*Barbarians, through capturing cities, could become civilizations themselves, over time. Thus we start with 8-10 civs on the map at the beginning and can end with 16 simultaneous civilizations.
-narmox
*Barbarians should be able to capture cities like they did in Civ II and start churning out their own units.
-Rasputin
*Barbarians should be able to trade
-Azazel
*Barbarians can be hired as mercenaries (Perhaps without a nationality [Like Privateers])
*Barbarians can rent/loan/sell units
*And if they are mercs there should be a chance (perhaps modified by your cultural strength and/or how much you paid for them (minimum, moderate, or high)or somethn) that they go independent or even turn against you since they are mercs after all (such as what german mercs did to the Romans occasionally)
-Kramerman
*If Barbarian civs don't generate Culture, then perhaps they could gain special Generals (Like Attila the Hun) or a "golden age" which will give them some culture. If they then conquer enough cities they can become a powerful military civ. Then again, if their golden age ends, or the leader dies this empire will likely fall apart.
-ixnay
*Instead of giving the Barbarians no culture, don't give them any Civ Attributes... Therefore they'd be weeded out through normal attrition after a short time
*And if that wasn't enough of a handicap and barbs started overrunning actual Civ's you could give them a slight production handicap.
-wrylachlan
1.2.0 Civil Wars
*In addition, some civilizations (ex: USSR) can split apart (like in Civ II), through a peaceful coup, or a civil war.
-narmox
*Which Civs are prone to splitting should be balanced with other characteristics.
-Brent
*Civs that can split apart include Spain, England, France, Celts, Romans, Arabs, Germany, Scandinavia.
Spain can split into Portugal, Mexico, Peru, Argentina, etc.
England can split into America, Canada, Australia, New Zealand, South Africa.
Celts can split into Brittany, Ireland, Wales, Cornwall, Scotland.
Rome can split into Spain, Italy, France, Romania.
Arabs can split into Egypt, Iraq.
Scandinavia can split into Norway, Sweden, Denmark, Finland, Iceland, Faroes, Jutes, Vinland.
USSR can split into Ukraine, Belarus, Siberia, Kamchatka.
America can split into Texas, California, Union, Confederacy.
Germany can split into Austria, Switzerland, Bavaria, Saxony, Luxembourg, Liechtenstein, West Germany, East Germany.
-Brent
Aztecs-Teotihuacans-Olmec
Inca-Tiahuacanos-Moche
English-Americans-Canadians
Russians-Polish-Mongols
Greeks-Romans-Minoans
Egyptians-Assyrians-Babylonians
French-German-Spanish
Sioux-Iroqoius-Navaho
Chinese-Japanese-Korean
Indians-Siamese-Khmer
-The List for Civ III
*All civs should have a chance of revolt if their capital is taken (as per civ2.)
For example: The USA could split into Yankees and Confederates, etc...
-Rasputin
*There should be at least two rebel groups for every civilization
-Stefu
1.3.0 Combo-Civs
*Close allies should be able to join each others civilization if the civs are much alike (examples: the member-nations of the USSR, or the EU)
-DarkCloud
1.4.0 Civ-Creation
*If we could customize our own civs, then we wouldn't need more civs. The player should be able to add traits, give civs abilities, etc. from the New Game setup screen... Not just from the editor.
-Rasputin
*You should be able to choose attributes, your cultural group (asian, european, arab, mediteranian, african, american), your Unique Units (im hoping there are at least one more UU per civ, if not a UU for each civ for each age), etc.
And all this should be possible because this game is about building a civilization form the ground up, right?
-Kramerman
*Why don't we do it RPG style ? Give us a hell load of points to start with, distribute them over various characteristics (like: agricultural: 1000, militaristic: 2000, scientific: 1500, environment-conscious, religious etc....) which will give you certain advantages and you can improve these characteristics throughout the game (like if you build lots of farms you get more experience in agriculture; if you conquered two continents in less than half a century, you get to a militaristic level when all new units are produced with a +5 morale; etc.). And that will be your own civilization.
And if you're like me and can't make up your mind as how to distribute the damn points, you could choose a 'real world' civ with an all-made-up-just-for-you distribution exactly the way it's done in Empire Earth.
-Kirastos
1.5.0 Renaming Civs
*Give civilizations the option to rename themselves when they advance to a new era. Each civ can have suggested names to switch to for each era. For example:
Babylon -> Iraq
Persia -> Iran
Gaul -> Franks -> France
-ixnay
1.6.0 Voluntarily Splitting Civs
*I'd like to have the option to create civs out of your own civ. So if your nation becomes too rowdy, you can seperate a part of civ and rebuild your nation.
If your Civ is on the verge of revolting against you, you can just cut off the rowdy cities so you can work on making the ones you have better.
-Frozzy
1.7.0 New Tribes
*New tribes should probably appear periodically
-Mercator
1.8.0 Hardcoded Numbers of Civs
*There shouldn't be a hardcoded max number of civs - just say "over this number, we don't support whatever happens".
-skywalker
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2.0.0 Rulers
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2.1.0 Choosing Rulers
*Every civ could have two different rulers available for being chosen as the civ's leader.
(Example: Americans - George Washington and Woodrow Wilson.)
-Rasbelin
*There should be (Like Civ II) both a Male and a Female Leader for each nation
-POTUS
2.2.0 Ruler Traits
*Each ruler should have his or her own traits which affect the way they play the game.
-Brent
*Each ruler's traits should effect a civilization's traits. For example:
Stalin could have an Authoritarian trait to add to Russia's hypothetical Merchant/Green traits.
-DarkCloud
*Basically, what I was thinking was that the leaders could work much like they work in Europa Universalis...
Each Civ would have an infinite number of leaders that possess certain traits such as:
Admistration (1-5 Star) [Increases Tax Efficiency, Cheapness of Buildings, Reduces Corruption]
Military (1-5 Star) [Increases Cheapness of Units, Reduces Penalty for War and Distance from Home city]
Diplomacy (1-5 Star) [-25%,-10%,0%,+10%,+25% Relations with all computer civs; Decreases the cost for purchasing merc units from other civs, Allows you to transgress borders for an extra 2-3 turns]
Some of the leaders can be historical, but perhaps there are not enough famous generals/politicans for every time period in every nation, therefore a random name generator will be necessary for the game.
I believe that this will add a lot to Civ-strategy.
However in contrast to the List's previous suggestion, I would like to posit forth that these 'Leaders' should not be able to "run the civilization" for the player since we don't want to take too much power out of the player's hands by letting the AI take over management.
-DarkCloud
2.3.0 Changing Rulers
*Like in the game Europa Universalis, the Leaders for each civilization should change after x amount of years (to be randomly determined).
*The names for these rulers could be randomly generated.
*Each ruler would have traits like civilisations do in Civ III. For example: one ruler could be conservative and pressing (ala Margaret Thatcher), or changing and friendly (ala Mikhail Gorbachev), or militaristic and fascist (ala Adolf Hitler).
-Fozzy,DarkCloud
2.4.0 Ruler Graphic Design
*If animated leaders are used, add support for static leaderheads in picture format, as opposed to the still-flcs necessary to make static leaderheads in civ3.
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3.0.0 Colonies
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3.0.1 Colonies As Air Bases
*Colonies should be counted as air bases. You own them, they're outside of your territory and they are semi cities...so why can't you land planes there?
-Jer8m8
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4.0.0 Immigration
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*Immigration/ Emigration. I once sent a post on another pre-CIV3 forum somewhere where I wanted this issue debated. CIV3 already has parts of it: if you conquer an enemy city, e.g the Greeks its inhabitants will still be greek for some while, happy or not. Now what would happen if the greeks could actually send people into your cities as workers whenever you're not at war, for example if your city is close to the greek borders. What if any civilization could do that? The city status window could show a diagram of the city population demographics, saying "90% Romans, 5% Greek, 2% Babylonians" or so. Those cities with more than, say, 20% foreign inhabitants could likely fall into disorder when a war erputs, or anytime on higher difficulty levels... restrictive/repressive governments (Communism? Despotism?) might throw out "unwanted" foreigners, thus decreasing city sizes... of course, YOU (the player) could send your own people to foreign cities... they would leave anyway if they don't like the way you govern the country, adding up to your competitor's city sizes... spies could only plant propaganda in cities holding inhabitants of your civilization (they can barely hide with people which language they don't speak or so)...
-Cozy_22303
*Migration between cities of the same Civ
-Brent
*Allow some sort of ethnic purging, or allow some ability to expel ethnic groups from your civ if they grow too rowdy.
-Shogun Gunner
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5.0.0 Nation's Compositions
----
5.1.0 Minorities
*You should be able to set up specific policies concerning how you treat your minority populations - do you tolerate them, promote a multicultural society, try to assimilate them or persecute them?
*Perhaps you should only be able to set policies about minority groups comprising 20% of any individual city's population or 5% of your civilization's population, just so that this system does not become too unweildly.
-Stefu
----
6.0.0 Proposed Civ Lists
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6.1.0 More Balanced (Asian, Africans Included) (37 civs)
Americans
Iroquois
Aztecs
Mayans
Incas
French
Germans
English
Celts
Spanish
Romans
Greeks
Russians
Norsemen
Dutch
Portuguese
Hungarians
Turks
Arabs
Hebrews
Babylonians
Assyrians
Persians
Egyptians
Carthagians
Ethiopians
Mali (or possibly some other West African civ of the era - Songhay, Dahomey etc.)
Zulus
Mongols
Indians
Vietnamese
Siamese
Koreans
Chinese
Khitai
Japanese
Javans
-Stefu
6.2.0 Add-on to Conquests' Civs
*Besides the civs that are in Conquests, I strongly agree on including the Hebrews and Ethiopians. Many small ancient Middle Eastern civilizations can be added.
-Brent
*The first thing period should be: every civ in civ3+ptw+conquests should carry over.
-Q Cubed
6.3.0 The Grand List of Proposed Civilizations (61 Civs) (39 if the 'maybes' are taken out)
The Americas (11)
Iroquois
Americans
*Sioux/Lakota
Mayas
Aztecs
Incas
*Nazca (maybe)
*Inuit (maybe)
*Utes (maybe)
*Anasazi (maybe)
*Mississippians/Mound Builders (maybe)
West Europe: (11)
English
France
Spain
Portugal
Germany
Netherlands/Dutch
Vikings
*Sweden
*Ireland (maybe)
*Italy (maybe) (ed: We already have Rome)
Celts
Eastern Europe: (3)
Russia
*Poland (maybe)
*Austria (since they had alot of slavs) (maybe)
Mediterranean: (4)
Rome
Greece
Carthage
Egypt
Byzantine (maybe)
Africa: (7)
*Shonghai
*Ashanti
*Mali
*Ethiopia
Zulu
*Xhosa (maybe)
*Bantu or Kenya or Tanzania (maybe)
Middle East: (9)
Arabs
Turkey/Ottoman Empire
Persia
*Israel/Hebrew (maybe)
*Numbia (maybe)
Babylon
*Assyria
Sumeria
Hittite
South/Southeast Asia (6)
India
*Harappa (maybe)
*Khemer (maybe)
*Indonesia/ Majaphit empire
*Thailand (maybe)
*Champa (maybe)
Far East Asia: (6)
China
Japan
Korea
Mongolia
*Tibet (or should this go with south asia?) (maybe)
*Dai Viet (Vietnamese civ) (maybe)
For Oceania: (3)
*Polynesians
*Maori (maybe)
*Aborigiese (ed-Can we really count this as a 'civ'... from my understanding, they weren't that civilized... and Plotinus backs me up on this: "I'd have thought that the definition of a civilisation - at least from the point of view of this game - involves some degree of urbanisation." And frankly I think that Civilization has to do with movement from Hunter/Gatherer to Farming.
*All Civilizations marked with a * are new civilizations not already in Civ3, PTW, C3C
-civilleader/Nuclear Master
6.3.1 Anti-Byzantine
*I hate to say it but I really don't want Byzantium again, they are Greeks in the location where the ottomans need to be
-civilleader
6.4.0 More than just names
I'd favour more civs, so long as its not just a CtP style list of names that makes your eventual choice meaningless
-joncha
6.5.0 Criteria for the Inclusion of Civs
Civs should be included not just did because they played a role in the history of civilization (because which culture hasn't?) but can you give them a specialization that has some historical importance and add to game play in a unique way
-joncha
6.6.0 Adding Israel Should Open Doors/ A Mandate for Adding Civs
*But if Israel were to be included then the mandate for including other civs which were not dominant or don't rule their own territory would be opened. How about a Kurd, Basque, or Rom/Rum civ
-EnduringBlue
6.7.0 The "Overkill" Civ List (66 Civs)
American (11)
USA
Inuit
Sioux
Iroquois
Hopewell
Mississippian
Anasazi
Aztec
Olmec
Maya
Inca
Europe (14)
Portugal
Spain
Basque
France
Dutch
Germany
English
Scandinavia
Goths
Celts
Rome
Russia
Austria
Greece
Africa (4)
Carthage
Egypt
Ethiopia
Zulu
Near East (16)
Egypt
Israel
Moab
Canaan
Arabia
Hittites
Phoenicians
Assyria
Babylon
Sumer
Persia
Kurdistan
Crete
Ammon
Midian
Troy
Central Asia (4)
Turkey
Turkmenistan
Mongolia
India
Far East (7)
Tibet
Tocharia
China
Korea
Japan
Ainu
Java
Oceania (3)
Australian Aborigines (ed: see my comments on this in 6.3.0)
Maori
Hawaiians
-Brent
6.8.0 A Civ-Creating Philosophy
To me the most important reason for more civs is to have thew designers pregenerate names for the cities. Different abilities are not so important to me, and maybe if we do get 200 civs we should do away with abilities. If there aren't 200 pregenerated civs, at least makke it easy to store that many and use them conveniently, and if there are 200, have space for 100 custom ones.
-Brent
6.9.0 Adding Too Many Civs
CON
*Each civ, if Included, should have Unique Units, Unique Traits, Unique City Names and Unique Ruler Names (although some face-heads could possible be grayed out... therefore, since we want each civ to be unique-
Why bother putting in fifty redundant civs?
-DarkCloud/skywalker
PRO
*Frankly, if there are dozens and dozens of Civs, then I'm not concerned if some are just like others. I can pick a group of Civs out for their strategic pros and cons, and then select among that group for less tangible reasons.
*What I would like to see in Civ 4 are a greater spread of Civ traits and their effects (even degrees... a little agricultural or a lot?), and a huge number of Civs that I think are "cool" and "deserve" to be in. Any ancient Civilization that we know about should be in, no matter how minor they wound up being. Those Civs deserve a place long before America, anyhow.
-Fosse
NOTE: CONTINUED ON PAGE 2... TODO: PLACE LINK HERE TO CONTINUATION
FILL IN note this is just a collection of the ideas I found lying about in old threads- this is NOT YET a collection of ideas from the old list or from Asmodean's list thread)
[i]Thanks! -List Threadmaster DarkCloud[/b]
Summary
FILL IN
NOTE TO SELF- EDITED UP TO SKYWALKER 03-Jan-2003 19:30
NOTE TO SELF: Related Threads:
{The List} Civilization Traits http://apolyton.net/forums/showthrea...hreadid=105555 Nuclear Master (LOGGED THRU SANDMAN 03-01-2004 20:47)
{The List} Civilizations http://apolyton.net/forums/showthrea...hreadid=105331 civilleader (LOGGED THRU NUCLEAR MASTER 03-01-2004 18:39)
The Ideas
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1.0.0 Types of Civs
----
1.0.1 Growth-Oriented Civs
*Growth Oriented civs, with following bonuses : Extra food in town / city / metropolis. Growth oriented improvements twice cheaper.
-Spiffor
1.0.2 Proto-Civs
*The Civilizations should start as tribes, and aren't really considered civs before they complete their palace. This would allow the game to start earlier.
Before the palace is built, the tribes won't create any culture, though they would be able to create warriors, archers, and such. However, they will also have no scientific advancement since they are little more than nomadic herdsmen who have finally settled down and are just starting to adjust to the rigors of civilization and farming.
Once palaces are built, the civilizations will overtake the near tribes rapidly, with the villages and encampments turning into small cities
-Azazel
1.1.0 Barbarian Civs
*Barbarians, through capturing cities, could become civilizations themselves, over time. Thus we start with 8-10 civs on the map at the beginning and can end with 16 simultaneous civilizations.
-narmox
*Barbarians should be able to capture cities like they did in Civ II and start churning out their own units.
-Rasputin
*Barbarians should be able to trade
-Azazel
*Barbarians can be hired as mercenaries (Perhaps without a nationality [Like Privateers])
*Barbarians can rent/loan/sell units
*And if they are mercs there should be a chance (perhaps modified by your cultural strength and/or how much you paid for them (minimum, moderate, or high)or somethn) that they go independent or even turn against you since they are mercs after all (such as what german mercs did to the Romans occasionally)
-Kramerman
*If Barbarian civs don't generate Culture, then perhaps they could gain special Generals (Like Attila the Hun) or a "golden age" which will give them some culture. If they then conquer enough cities they can become a powerful military civ. Then again, if their golden age ends, or the leader dies this empire will likely fall apart.
-ixnay
*Instead of giving the Barbarians no culture, don't give them any Civ Attributes... Therefore they'd be weeded out through normal attrition after a short time
*And if that wasn't enough of a handicap and barbs started overrunning actual Civ's you could give them a slight production handicap.
-wrylachlan
1.2.0 Civil Wars
*In addition, some civilizations (ex: USSR) can split apart (like in Civ II), through a peaceful coup, or a civil war.
-narmox
*Which Civs are prone to splitting should be balanced with other characteristics.
-Brent
*Civs that can split apart include Spain, England, France, Celts, Romans, Arabs, Germany, Scandinavia.
Spain can split into Portugal, Mexico, Peru, Argentina, etc.
England can split into America, Canada, Australia, New Zealand, South Africa.
Celts can split into Brittany, Ireland, Wales, Cornwall, Scotland.
Rome can split into Spain, Italy, France, Romania.
Arabs can split into Egypt, Iraq.
Scandinavia can split into Norway, Sweden, Denmark, Finland, Iceland, Faroes, Jutes, Vinland.
USSR can split into Ukraine, Belarus, Siberia, Kamchatka.
America can split into Texas, California, Union, Confederacy.
Germany can split into Austria, Switzerland, Bavaria, Saxony, Luxembourg, Liechtenstein, West Germany, East Germany.
-Brent
Aztecs-Teotihuacans-Olmec
Inca-Tiahuacanos-Moche
English-Americans-Canadians
Russians-Polish-Mongols
Greeks-Romans-Minoans
Egyptians-Assyrians-Babylonians
French-German-Spanish
Sioux-Iroqoius-Navaho
Chinese-Japanese-Korean
Indians-Siamese-Khmer
-The List for Civ III
*All civs should have a chance of revolt if their capital is taken (as per civ2.)
For example: The USA could split into Yankees and Confederates, etc...
-Rasputin
*There should be at least two rebel groups for every civilization
-Stefu
1.3.0 Combo-Civs
*Close allies should be able to join each others civilization if the civs are much alike (examples: the member-nations of the USSR, or the EU)
-DarkCloud
1.4.0 Civ-Creation
*If we could customize our own civs, then we wouldn't need more civs. The player should be able to add traits, give civs abilities, etc. from the New Game setup screen... Not just from the editor.
-Rasputin
*You should be able to choose attributes, your cultural group (asian, european, arab, mediteranian, african, american), your Unique Units (im hoping there are at least one more UU per civ, if not a UU for each civ for each age), etc.
And all this should be possible because this game is about building a civilization form the ground up, right?
-Kramerman
*Why don't we do it RPG style ? Give us a hell load of points to start with, distribute them over various characteristics (like: agricultural: 1000, militaristic: 2000, scientific: 1500, environment-conscious, religious etc....) which will give you certain advantages and you can improve these characteristics throughout the game (like if you build lots of farms you get more experience in agriculture; if you conquered two continents in less than half a century, you get to a militaristic level when all new units are produced with a +5 morale; etc.). And that will be your own civilization.
And if you're like me and can't make up your mind as how to distribute the damn points, you could choose a 'real world' civ with an all-made-up-just-for-you distribution exactly the way it's done in Empire Earth.
-Kirastos
1.5.0 Renaming Civs
*Give civilizations the option to rename themselves when they advance to a new era. Each civ can have suggested names to switch to for each era. For example:
Babylon -> Iraq
Persia -> Iran
Gaul -> Franks -> France
-ixnay
1.6.0 Voluntarily Splitting Civs
*I'd like to have the option to create civs out of your own civ. So if your nation becomes too rowdy, you can seperate a part of civ and rebuild your nation.
If your Civ is on the verge of revolting against you, you can just cut off the rowdy cities so you can work on making the ones you have better.
-Frozzy
1.7.0 New Tribes
*New tribes should probably appear periodically
-Mercator
1.8.0 Hardcoded Numbers of Civs
*There shouldn't be a hardcoded max number of civs - just say "over this number, we don't support whatever happens".
-skywalker
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2.0.0 Rulers
----
2.1.0 Choosing Rulers
*Every civ could have two different rulers available for being chosen as the civ's leader.
(Example: Americans - George Washington and Woodrow Wilson.)
-Rasbelin
*There should be (Like Civ II) both a Male and a Female Leader for each nation
-POTUS
2.2.0 Ruler Traits
*Each ruler should have his or her own traits which affect the way they play the game.
-Brent
*Each ruler's traits should effect a civilization's traits. For example:
Stalin could have an Authoritarian trait to add to Russia's hypothetical Merchant/Green traits.
-DarkCloud
*Basically, what I was thinking was that the leaders could work much like they work in Europa Universalis...
Each Civ would have an infinite number of leaders that possess certain traits such as:
Admistration (1-5 Star) [Increases Tax Efficiency, Cheapness of Buildings, Reduces Corruption]
Military (1-5 Star) [Increases Cheapness of Units, Reduces Penalty for War and Distance from Home city]
Diplomacy (1-5 Star) [-25%,-10%,0%,+10%,+25% Relations with all computer civs; Decreases the cost for purchasing merc units from other civs, Allows you to transgress borders for an extra 2-3 turns]
Some of the leaders can be historical, but perhaps there are not enough famous generals/politicans for every time period in every nation, therefore a random name generator will be necessary for the game.
I believe that this will add a lot to Civ-strategy.
However in contrast to the List's previous suggestion, I would like to posit forth that these 'Leaders' should not be able to "run the civilization" for the player since we don't want to take too much power out of the player's hands by letting the AI take over management.
-DarkCloud
2.3.0 Changing Rulers
*Like in the game Europa Universalis, the Leaders for each civilization should change after x amount of years (to be randomly determined).
*The names for these rulers could be randomly generated.
*Each ruler would have traits like civilisations do in Civ III. For example: one ruler could be conservative and pressing (ala Margaret Thatcher), or changing and friendly (ala Mikhail Gorbachev), or militaristic and fascist (ala Adolf Hitler).
-Fozzy,DarkCloud
2.4.0 Ruler Graphic Design
*If animated leaders are used, add support for static leaderheads in picture format, as opposed to the still-flcs necessary to make static leaderheads in civ3.
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3.0.0 Colonies
-----
3.0.1 Colonies As Air Bases
*Colonies should be counted as air bases. You own them, they're outside of your territory and they are semi cities...so why can't you land planes there?
-Jer8m8
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4.0.0 Immigration
-----
*Immigration/ Emigration. I once sent a post on another pre-CIV3 forum somewhere where I wanted this issue debated. CIV3 already has parts of it: if you conquer an enemy city, e.g the Greeks its inhabitants will still be greek for some while, happy or not. Now what would happen if the greeks could actually send people into your cities as workers whenever you're not at war, for example if your city is close to the greek borders. What if any civilization could do that? The city status window could show a diagram of the city population demographics, saying "90% Romans, 5% Greek, 2% Babylonians" or so. Those cities with more than, say, 20% foreign inhabitants could likely fall into disorder when a war erputs, or anytime on higher difficulty levels... restrictive/repressive governments (Communism? Despotism?) might throw out "unwanted" foreigners, thus decreasing city sizes... of course, YOU (the player) could send your own people to foreign cities... they would leave anyway if they don't like the way you govern the country, adding up to your competitor's city sizes... spies could only plant propaganda in cities holding inhabitants of your civilization (they can barely hide with people which language they don't speak or so)...
-Cozy_22303
*Migration between cities of the same Civ
-Brent
*Allow some sort of ethnic purging, or allow some ability to expel ethnic groups from your civ if they grow too rowdy.
-Shogun Gunner
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5.0.0 Nation's Compositions
----
5.1.0 Minorities
*You should be able to set up specific policies concerning how you treat your minority populations - do you tolerate them, promote a multicultural society, try to assimilate them or persecute them?
*Perhaps you should only be able to set policies about minority groups comprising 20% of any individual city's population or 5% of your civilization's population, just so that this system does not become too unweildly.
-Stefu
----
6.0.0 Proposed Civ Lists
----
6.1.0 More Balanced (Asian, Africans Included) (37 civs)
Americans
Iroquois
Aztecs
Mayans
Incas
French
Germans
English
Celts
Spanish
Romans
Greeks
Russians
Norsemen
Dutch
Portuguese
Hungarians
Turks
Arabs
Hebrews
Babylonians
Assyrians
Persians
Egyptians
Carthagians
Ethiopians
Mali (or possibly some other West African civ of the era - Songhay, Dahomey etc.)
Zulus
Mongols
Indians
Vietnamese
Siamese
Koreans
Chinese
Khitai
Japanese
Javans
-Stefu
6.2.0 Add-on to Conquests' Civs
*Besides the civs that are in Conquests, I strongly agree on including the Hebrews and Ethiopians. Many small ancient Middle Eastern civilizations can be added.
-Brent
*The first thing period should be: every civ in civ3+ptw+conquests should carry over.
-Q Cubed
6.3.0 The Grand List of Proposed Civilizations (61 Civs) (39 if the 'maybes' are taken out)
The Americas (11)
Iroquois
Americans
*Sioux/Lakota
Mayas
Aztecs
Incas
*Nazca (maybe)
*Inuit (maybe)
*Utes (maybe)
*Anasazi (maybe)
*Mississippians/Mound Builders (maybe)
West Europe: (11)
English
France
Spain
Portugal
Germany
Netherlands/Dutch
Vikings
*Sweden
*Ireland (maybe)
*Italy (maybe) (ed: We already have Rome)
Celts
Eastern Europe: (3)
Russia
*Poland (maybe)
*Austria (since they had alot of slavs) (maybe)
Mediterranean: (4)
Rome
Greece
Carthage
Egypt
Byzantine (maybe)
Africa: (7)
*Shonghai
*Ashanti
*Mali
*Ethiopia
Zulu
*Xhosa (maybe)
*Bantu or Kenya or Tanzania (maybe)
Middle East: (9)
Arabs
Turkey/Ottoman Empire
Persia
*Israel/Hebrew (maybe)
*Numbia (maybe)
Babylon
*Assyria
Sumeria
Hittite
South/Southeast Asia (6)
India
*Harappa (maybe)
*Khemer (maybe)
*Indonesia/ Majaphit empire
*Thailand (maybe)
*Champa (maybe)
Far East Asia: (6)
China
Japan
Korea
Mongolia
*Tibet (or should this go with south asia?) (maybe)
*Dai Viet (Vietnamese civ) (maybe)
For Oceania: (3)
*Polynesians
*Maori (maybe)
*Aborigiese (ed-Can we really count this as a 'civ'... from my understanding, they weren't that civilized... and Plotinus backs me up on this: "I'd have thought that the definition of a civilisation - at least from the point of view of this game - involves some degree of urbanisation." And frankly I think that Civilization has to do with movement from Hunter/Gatherer to Farming.
*All Civilizations marked with a * are new civilizations not already in Civ3, PTW, C3C
-civilleader/Nuclear Master
6.3.1 Anti-Byzantine
*I hate to say it but I really don't want Byzantium again, they are Greeks in the location where the ottomans need to be
-civilleader
6.4.0 More than just names
I'd favour more civs, so long as its not just a CtP style list of names that makes your eventual choice meaningless
-joncha
6.5.0 Criteria for the Inclusion of Civs
Civs should be included not just did because they played a role in the history of civilization (because which culture hasn't?) but can you give them a specialization that has some historical importance and add to game play in a unique way
-joncha
6.6.0 Adding Israel Should Open Doors/ A Mandate for Adding Civs
*But if Israel were to be included then the mandate for including other civs which were not dominant or don't rule their own territory would be opened. How about a Kurd, Basque, or Rom/Rum civ
-EnduringBlue
6.7.0 The "Overkill" Civ List (66 Civs)
American (11)
USA
Inuit
Sioux
Iroquois
Hopewell
Mississippian
Anasazi
Aztec
Olmec
Maya
Inca
Europe (14)
Portugal
Spain
Basque
France
Dutch
Germany
English
Scandinavia
Goths
Celts
Rome
Russia
Austria
Greece
Africa (4)
Carthage
Egypt
Ethiopia
Zulu
Near East (16)
Egypt
Israel
Moab
Canaan
Arabia
Hittites
Phoenicians
Assyria
Babylon
Sumer
Persia
Kurdistan
Crete
Ammon
Midian
Troy
Central Asia (4)
Turkey
Turkmenistan
Mongolia
India
Far East (7)
Tibet
Tocharia
China
Korea
Japan
Ainu
Java
Oceania (3)
Australian Aborigines (ed: see my comments on this in 6.3.0)
Maori
Hawaiians
-Brent
6.8.0 A Civ-Creating Philosophy
To me the most important reason for more civs is to have thew designers pregenerate names for the cities. Different abilities are not so important to me, and maybe if we do get 200 civs we should do away with abilities. If there aren't 200 pregenerated civs, at least makke it easy to store that many and use them conveniently, and if there are 200, have space for 100 custom ones.
-Brent
6.9.0 Adding Too Many Civs
CON
*Each civ, if Included, should have Unique Units, Unique Traits, Unique City Names and Unique Ruler Names (although some face-heads could possible be grayed out... therefore, since we want each civ to be unique-
Why bother putting in fifty redundant civs?
-DarkCloud/skywalker
PRO
*Frankly, if there are dozens and dozens of Civs, then I'm not concerned if some are just like others. I can pick a group of Civs out for their strategic pros and cons, and then select among that group for less tangible reasons.
*What I would like to see in Civ 4 are a greater spread of Civ traits and their effects (even degrees... a little agricultural or a lot?), and a huge number of Civs that I think are "cool" and "deserve" to be in. Any ancient Civilization that we know about should be in, no matter how minor they wound up being. Those Civs deserve a place long before America, anyhow.
-Fosse
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