Gold must be an extremely important factor.
One of the greatest things I found in Civilization was how it made you so excited when you discovered something new. And that has always been found true in real life aswell.
I live in New Zealand, and just this week I went over to the West Coast panning for Gold. New Zealands land is still very untouched. And its scenery is some of the most beautiful in the world. I had to drive though vast plains, vast mountains and massive rivers. It was really beautiful.
I was constantly reminded of the game Civilization when I looked at NZ's terrain.
I had never panned for Gold before, and so I had to learn a lot about it's history - Gold rushes and how the miners found the gold and dug it out - not only that, but they discovered many other rocks and metals aswell. NZ's mountains are still rich in gold. But the old miners 100-200 yrs ago, had to almost literaly move mountains to get to the gold. This is how it works - the Gold is formed in the mountains - The gold found there is called Reef Gold. over years and years the rivers wash the gold down off the mountains and into main rivers. In here is finer gold, where gold nuggets are usualy found. This gold is called Alluvial gold. Finaly, it reaches the beach and its called Beach Gold. This Gold is pretty much dust by the time it reaches the beach.
So, in Civilization 3, you NEED to make this system.
Reef Gold is the hardest to get at - It's in the mountains and it is worth the most.
Snow melts - the water flows down the mountain, washing the gold off bit by bit. In the Rivers, is alluvial Gold. - This is easy to get and the golds worth is good.
Finaly the gold reaches the beach and is turned to dust - this gold is worth almost nothing.
So, on the terrain in Civilization, where there are mountains with snow on it, that have rivers flowing into the ocean, MUST BE GOLD! Money today is BACKED UP by how much Gold the banks own.
So if a bank has 1 million dollars worth of gold bars. It is allowed to produce 1 million dollars worth of notes or coins. So the civiliazations money grows by how much gold they collect. This will mean that players will NEED to find Gold in order to progress. And it doesn't have to be just gold, it can be anything from silver to rubies to diamonds, etc. And PLEASE make the money system REALISTIC. EG. USA today brings in 11 trillion dollars from taxes. Remember, it is POWER and DISCOVERY that drives us. If I can say to myself "Hell, I'm making 11 trillion dollars from taxes, no one can stop me now!" I'd be having fun. If I'm saying to myself "I'm making 30c a turn from taxes" umm....and that's it. I don't feel anything from it.
And it's not just money, it's everything, it's the size of an army, or the size of a city. A lot of the time I like to sit back and look at my city in SimCity and look at how big it all is. Cities in Civilization need to grow over the land, BECOZ THATS WHAT THEY DO! little towns are born in the outskirts and eventualy get bigger and join to the main city, and it just keeps growin and growin till there's no room left! I like to have massive fleets of ships full of men. I'd like to know how much men I actualy have in the army, and how much are in a transport ship. I could actualy say to myself "I have 300,000 soldiers on this border line and the enemy has 500,000. but I have about 50 bombers in an airport close by, I could bomb half of em and take the rest down with my 300,000 soldiers. Not only that, but when an army gets attacked, I should see the number of men go down.
It would be REALLY funny to see the number of men scrolling down (dying) really fast becoz all my phalanx were getting murdered by marines machine guns.
1 more thing about gold! wherever gold was found, towns were born! So when gold is found, you don't send settlers there and build a city, you send miners over there, thousands of them, and IF the gold there is PLENTY, THEN a town is born.
Heroes are born.
What makes Diablo 1 and 2 great? I don't play it myself, but I have played it, and I realized the only thing keeping this game going is the fact there are so many items to use and find. This same concept can be used in Civilization. Imagine, you can have Diablo's entire reason for addictiveness tucked in Civilization as just one of it's 'features'. lol
Here's how I think you should do it. In each Civilization, heroes are born and change things - make them better. I'll give one example because I'm not very good with names - William Wallace. Ever seen the movie Braveheart? Or what about Joan of Arc?
Here's an example of how it would work if I was playing the game.
It's 1305AD. My Civilization is in a state of depression. And it looks as if there is no way out. And to make it worse, another more powerful civilization is destroying some of my mines and taking cities and killing everyone inside them. Then in 1315AD a man appears out of nowhere and inspires people. Suddenly my armies are twice as strong and twice as willing to win, and not only that but the hero David Devor (his name can be picked randomly from a very large list of names), is a unique looking unit and can take down armies by himself. But of course he will eventualy die, so when things are starting to look good again in the Civilization, David dies in 1350AD. But it's OK, because things are good again. And when he dies, a celebration is held and things are named after him. And something like this can only happen once or twice in each game or maybe even never?
thanks for reading my suggestions, good luck with the game, a dream of mine is to make a game just like Civilization when I'm more experienced. At the moment graphic design is the only thing I'm good at, lol.
If anyone replies negatively or tries to piss me off, don't even bother replying or posting. Just leave and moan about something else. But if anyone feels the need to correct me, then go ahead.
[This message has been edited by I c e d a n (edited September 28, 2000).]
One of the greatest things I found in Civilization was how it made you so excited when you discovered something new. And that has always been found true in real life aswell.
I live in New Zealand, and just this week I went over to the West Coast panning for Gold. New Zealands land is still very untouched. And its scenery is some of the most beautiful in the world. I had to drive though vast plains, vast mountains and massive rivers. It was really beautiful.
I was constantly reminded of the game Civilization when I looked at NZ's terrain.
I had never panned for Gold before, and so I had to learn a lot about it's history - Gold rushes and how the miners found the gold and dug it out - not only that, but they discovered many other rocks and metals aswell. NZ's mountains are still rich in gold. But the old miners 100-200 yrs ago, had to almost literaly move mountains to get to the gold. This is how it works - the Gold is formed in the mountains - The gold found there is called Reef Gold. over years and years the rivers wash the gold down off the mountains and into main rivers. In here is finer gold, where gold nuggets are usualy found. This gold is called Alluvial gold. Finaly, it reaches the beach and its called Beach Gold. This Gold is pretty much dust by the time it reaches the beach.
So, in Civilization 3, you NEED to make this system.
Reef Gold is the hardest to get at - It's in the mountains and it is worth the most.
Snow melts - the water flows down the mountain, washing the gold off bit by bit. In the Rivers, is alluvial Gold. - This is easy to get and the golds worth is good.
Finaly the gold reaches the beach and is turned to dust - this gold is worth almost nothing.
So, on the terrain in Civilization, where there are mountains with snow on it, that have rivers flowing into the ocean, MUST BE GOLD! Money today is BACKED UP by how much Gold the banks own.
So if a bank has 1 million dollars worth of gold bars. It is allowed to produce 1 million dollars worth of notes or coins. So the civiliazations money grows by how much gold they collect. This will mean that players will NEED to find Gold in order to progress. And it doesn't have to be just gold, it can be anything from silver to rubies to diamonds, etc. And PLEASE make the money system REALISTIC. EG. USA today brings in 11 trillion dollars from taxes. Remember, it is POWER and DISCOVERY that drives us. If I can say to myself "Hell, I'm making 11 trillion dollars from taxes, no one can stop me now!" I'd be having fun. If I'm saying to myself "I'm making 30c a turn from taxes" umm....and that's it. I don't feel anything from it.
And it's not just money, it's everything, it's the size of an army, or the size of a city. A lot of the time I like to sit back and look at my city in SimCity and look at how big it all is. Cities in Civilization need to grow over the land, BECOZ THATS WHAT THEY DO! little towns are born in the outskirts and eventualy get bigger and join to the main city, and it just keeps growin and growin till there's no room left! I like to have massive fleets of ships full of men. I'd like to know how much men I actualy have in the army, and how much are in a transport ship. I could actualy say to myself "I have 300,000 soldiers on this border line and the enemy has 500,000. but I have about 50 bombers in an airport close by, I could bomb half of em and take the rest down with my 300,000 soldiers. Not only that, but when an army gets attacked, I should see the number of men go down.
It would be REALLY funny to see the number of men scrolling down (dying) really fast becoz all my phalanx were getting murdered by marines machine guns.
1 more thing about gold! wherever gold was found, towns were born! So when gold is found, you don't send settlers there and build a city, you send miners over there, thousands of them, and IF the gold there is PLENTY, THEN a town is born.
Heroes are born.
What makes Diablo 1 and 2 great? I don't play it myself, but I have played it, and I realized the only thing keeping this game going is the fact there are so many items to use and find. This same concept can be used in Civilization. Imagine, you can have Diablo's entire reason for addictiveness tucked in Civilization as just one of it's 'features'. lol
Here's how I think you should do it. In each Civilization, heroes are born and change things - make them better. I'll give one example because I'm not very good with names - William Wallace. Ever seen the movie Braveheart? Or what about Joan of Arc?
Here's an example of how it would work if I was playing the game.
It's 1305AD. My Civilization is in a state of depression. And it looks as if there is no way out. And to make it worse, another more powerful civilization is destroying some of my mines and taking cities and killing everyone inside them. Then in 1315AD a man appears out of nowhere and inspires people. Suddenly my armies are twice as strong and twice as willing to win, and not only that but the hero David Devor (his name can be picked randomly from a very large list of names), is a unique looking unit and can take down armies by himself. But of course he will eventualy die, so when things are starting to look good again in the Civilization, David dies in 1350AD. But it's OK, because things are good again. And when he dies, a celebration is held and things are named after him. And something like this can only happen once or twice in each game or maybe even never?
thanks for reading my suggestions, good luck with the game, a dream of mine is to make a game just like Civilization when I'm more experienced. At the moment graphic design is the only thing I'm good at, lol.
If anyone replies negatively or tries to piss me off, don't even bother replying or posting. Just leave and moan about something else. But if anyone feels the need to correct me, then go ahead.
[This message has been edited by I c e d a n (edited September 28, 2000).]
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