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  • #16
    An idea that just crept into my head:

    Walls are currently rather useless, especially in the latter part of the game. One way to make them more useful would be to provide a movement penalty for units attacking. Afterall, they'd either have to go around them until they found a hole, or stop and blast one themselves. Either way there will no doubt be plenty of rubble they'd have to crawl through as well. So losing one movement point seems like a reasonable penalty.

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    • #17
      Originally posted by The_Aussie_Lurker
      ... 2) The Ability to make units dependant on the presence of Wonders and/or improvements (i.e. giving a unit a building prerequisite instead of, or as well as, a resource and tech prerequisite!)...
      You can't do that? Ahhh... I was going to make it were you can build peacekeepers and defend allies' cities and "free" foes' cities by building the UN! (When (or if) I get Civ3.)
      Former President, Vice-president and Foreign Minister of the Apolyton Civ2-Democracy Games as 123john321

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      • #18
        Originally posted by 123john321

        You can't do that? Ahhh... I was going to make it were you can build peacekeepers and defend allies' cities and "free" foes' cities by building the UN! (When (or if) I get Civ3.)
        No, it can't be done at the moment. I've read though that it's on the wish list at Firaxis. I'm not sure whether there's any truth to that rumour though.

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        • #19
          I would like it to be possible that:
          when a resource tech has been found like refining, to start with no oil can be seen on tiles.
          As years go by , oil is discovered and found slowly.

          This would be more realistic and more fun and strategic.

          Its a step further than your luxury idea.

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          • #20
            Originally posted by 123john321
            ...(When (or if) I get Civ3.)
            I'm getting it, but that ain't the point. Since I'm getting it, I'll try my hand at making a Canadian civ, with the Peacekeeper with as the speacil unit and is it possbile to make wonders?
            Former President, Vice-president and Foreign Minister of the Apolyton Civ2-Democracy Games as 123john321

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            • #21
              Originally posted by 123john321


              I'm getting it, but that ain't the point. Since I'm getting it, I'll try my hand at making a Canadian civ, with the Peacekeeper with as the speacil unit and is it possbile to make wonders?
              Yes it possible to make any sort of improvement withan upper limit of 256 I believe. There's a bit of a learning curve involved, but it's not to bad. You can also have government specific buildings, although they don't always work the way you want them to, at least wonders.

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              • #22
                I would like it to be possible that:
                when a resource tech has been found like refining, to start with no oil can be seen on tiles.
                As years go by , oil is discovered and found slowly.

                This would be more realistic and more fun and strategic.

                Its a step further than your luxury idea.
                __________________________________________________ ________________________________________

                I completely agree,and resources should be depleted as used- a fixed amount of resources is silly. And oil in the oceans, with procurement by navalworkers possible.

                Also, a rudimentary system of logistics and supply would be nice.

                Different religions and resulting fueds, and the same with political systems, both brought about by great leaders arising spontaneously.

                The replicating of dynasties and political swings through manipulation of production and econ. and war weariness and other game functions. Again, the use of leaders(not just from war but spontaneously generated) could contribute. Instead of consistent monotonous sameness in functions, a single civ can go through age of exp., of conquest, of learning, etc. Golden ages, bronze ages, lead ages, and crap ages can occur do to circumstances out of your control, but you have to learn to deal with them.

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                • #23
                  3. For Luxuries, as well as being able to select when they appear on the map, I would like to have the option of making them disappear as well, or at least have them become bonus resources. People's ideas of what luxuries are has changed slightly in the last 6000 years.
                  can't you do this allready ??? I thought you could..
                  Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
                  Then why call him God? - Epicurus

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                  • #24
                    Originally posted by zulu9812
                    16. The game engine should automatically draw the lines between techs. Yep, you heard me correctly; that way we don't have to mess about with the pcx files and can just add techs with the editor.
                    I would give Firaxis 75$ simply for that feature, if that was what it would take.
                    "You're the biggest user of hindsight that I've ever known. Your favorite team, in any sport, is the one that just won. If you were a woman, you'd likely be a slut." - Slowwhand, to Imran

                    Eschewing silly games since December 4, 2005

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                    • #25
                      Originally posted by alva


                      can't you do this allready ??? I thought you could..
                      Yes, but it's random. I'd like it so that once you reach a certain tech level, a particular Luxury no longer works to keep your people happy. It either disappears or becomes a bonus resource.

                      How many people in today's world think that Dyes are a luxury that makes them happy? It did at one time, but technology now allows us to create synthetic dyes, so having that type of resource no longer means much.

                      Another example would be Furs. When you reach Ecology, the Furs no longer act to make your citizens happy, something else would take it's place instead.

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                      • #26
                        Originally posted by Jaguar Warrior

                        I would give Firaxis 75$ simply for that feature, if that was what it would take.
                        Curiously enough, they used to do that. There used to be grey lines that followed any changes/additions made. I forget the patch number, but they removed that feature awhile back. Can't for the life of me understand why.

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                        • #27
                          Maybe because the lines were pretty ugly, and that they were ALWAYS drawn with any kind of modified BIC (since game can't detect are just tech chnaged or not).

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                          • #28
                            I like games that have a bit of unpredicability. All of the options below should have flags for the player to toggle on and off as they see fit. Firaxis doesn't need to program these themselves, just give us the capability.

                            1. Event Scripting - Those of you who played Civ 2 Gold know what thats about. $100 if firaxis throws in this baby.

                            2. Unique (or rare) Terrain / landmarks - Like SMAC. You could find Half Dome and if it is in your territory earn extra gold for tourism.

                            3. Random Events - How cool would it be to have a random Cyclone hit your coastline or have a Volcano erupt and spill lava everywhere.

                            4. Swamps/marshes - Why not?

                            5. Tectonic Plates - Mountains should be in ranges, with ridges and trenches in the ocean and the occasional earthquake and volcano thrown in.

                            6. Splintering / revolution. When the British discover new land on the other side of the world and colonize it, shouldn't the people need A LOT of convincing not to form their own country?

                            7. Culture - Culture should be influenced by the environment. A civ in a polluted desert that has few resources and is under constant attack is going to have a different culture than one that has only known peace and is in beautiful, lush surroundings. The type of resources available should also influence Culture. Culture itself should be branched like advances - Militaristic, Peaceful, artistic, education-oriented, work-oriented, environmentalism, lazy, and sinful are just some of the possibilities here. Firaxis did open a new door by introducing culture, but they barely opened it.

                            8. Advances - Available techs should in turn be influenced by culture. Sinful Civs would desire Strip Clubs and Casinos, Militaristic - Army academies and weapons factories, Artistic - Museums and Theaters.

                            9. Everything everyone else has already posted.

                            I am sure I will think of others later.
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                            • #29
                              As I mentioned before - more civ-specific architecture for wonders, small wonders, and city improvements. For example, the Chinese have Emperor Qin's Pyramid Tomb at Xi An instead of a distinctly Egyptian "Great Pyramid". Or how about the pyramid temple at Tenochtitlan for the Aztecs when they build the "Sistine Chapel" wonder? There needs to be more clearer diversity in different cultures.
                              "When we begin to regulate, there is naming,
                              but when there has been naming
                              we should also know when to stop.
                              Only by knowing when to stop can we avoid danger." - Lao-zi, the "Dao-de-jing"

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                              • #30
                                i dont know if any of these have been mentioned above, but i would like ability to set diplomatic relations for scenarios (and lock them if needs be); triggers if possible, and the ability to toggle eras for game use. i.e., if i want to playa game that runs ancient to industrial, and no farther on the tech tree. or toggle off all of them and just play medieval techs. thanks
                                DEVM SVM
                                I cant think of anything else intelligent...except, check out my alternate history page:
                                Roma Invicta

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