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Poll and request to Firaxis re:Editor functions
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Hey guys,
I'm not going to be able to be at the PtW chat with CivFanatics tonight (Surprise, surprise!), so I was wondering if someone could ask them about any future changes to the editor which might be getting planned in future Patches? I would particularly like some info in regards to:
1) The opening up of the remainder of the Great Wonder flags
2) Units which require improvements etc. to build.
3) Any abilities to add/edit terrain improvements.
4) The ability to add production, commerce and food to non-sea squares.
If that could be done, I'd be VERY grateful!!
Yours,
The_Aussie_Lurker.
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Tech tree enchancements etc
Advances ideas:
1. A "not" checkbox next to each required tech (prerequisite). This way, you can create either/or situations with the tech tree. If, for instance, you say that tech A requires not tech B, and that tech B requires not tech A, then if you research tech A, you can no longer research tech B and the reverse is also true. You have to make a choice. This is a simple example, you can make it much more sophisticated than that.
2. A tradable checkbox (default on). We can define whether each specific tech is tradeable or not or whether or not it will be discovered in goody huts. This means you are forced to research some techs. Also, techs in the "none" era can be defined as tradeable. So maybe each civilization can be given unique techs but they are bargainable.
One idea or use for this would be to only give some civs the ability to mine, others to irrigate, others to build roads. Maybe you only have two of the three abilities to begin with and the only way to get the third ability is to trade with someone.
3. Allowing a tech from the "none" era to be a prerequisite for techs in other eras. This way, you could define completely different tech trees for each civilization if you wanted to.
4. Making other things prerequisites for researching certain techs. eg: A certain number of a building, or a certain government has to be in power. If you added the "not" option, you could really make the tech tree complex
egs: You cannot research this tech once you have built 5 granaries and you must be a republic.
or: You must have 8 barracks before researching this tech and you cannot have a monarchy in power.
5. Allowing the minimum and maximum turns for each tech to be defined individually. If left at zero, it would use the general settings default.
Time scale ideas:
1. Being allowed to define the units for each break. Eg: The first break may be in years, the next in months, the next in weeks.
2. Having a "days" unit.
3. Allowing more than 7 breaks.
General ideas:
1. Most (if not all) of the options on the "General Settings" tab could be defined for each civilization. Imagine having one civ that has different city levels (eg: 7 and 15), another requires only 1 food instead of 2 per pop point but maybe has a higher min and max research turns, another only has a 9 cultural border level and so on. You would have to balance it all out but it would make civs really quite unique.
2. Alternatively, or as well, some of the "General Settings" options could be defined at each difficulty level.Last edited by The Rusty Gamer; December 12, 2002, 00:20.Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.
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Time scale details
In the current PTW editor, on the "Scenario Options" screen, we are allowed to set up to 7 time scale changes in the format :
First x turns = y units each
Next x turns = y units each...
If the game gets beyond the seven changes, it then drops to 1 unit per turn automatically.
Also, you can define the base unit of time overall as either years, months, or weeks.
So what I suggest is to be able to have more than 7 changes and also to be able to define the base unit of time for each change rather than just overall. Also, to be allowed to define units as "days".Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.
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Eras
It would also be good to be able to have more (or less) eras in a tech tree.
??? HOW DO WE ALERT FIRAXIS TO THESE IDEAS ???Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.
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I just wanna change it so that railroads no longer allow infinite movement. Why won't they allow that simple change? Stupid lame-ass infinite railroads...land one unit on enemy's coast and his entire army is there the same turn. Lame!Yes, I am the King of Babylon.
No, you don't have to bow if you don't want to.
<~~Balloons are the BEST!
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It's a flat, round, oblong world...
Since, when creating a map, you can now choose to switch on or off X-wrapping and Y-wrapping, it should be easy to allow these choices for a random map; in particular, it could easily be an option on the main map setting screen rather than having to specify it in a mod.Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.
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Build either x or y
I would also like to see the "not" checkbox option on the buildings tab for any prerequsite building. Then you can create a "build either this or that but not both" situation for each city; in other words, a real choice to make.
eg: I thought of having a forge building in the early stages of the game which increases shield production but that for each city you have a choice of either building a forge or a granary but not both.Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.
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Bump!
Another possibility is for some or all of the options on the General Settings tab to be defined for different government types.
This could give some very radical changes when switching governments. Borders could change, etc.
Speaking of goverment types, I would like to see a government option that evens out all the culture over all your cities. You could switch this switch on for "Communism" for instance.
Say you had 3 cities, one with 300 culture, another with 30, and yet another with 1500. When you switched to communism, it would pool all culture points and then divide them out. 1500+300+30=1830. Divide this by 3 and you get 610 culture points per city. So the first city shrinks its borders but the third city expands its borders. You might also have a penalty for this to offset balance - effected by corruption perhaps?Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.
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On second thoughts, pooling culture points might be too powerful, especially if you have 1 city with several thousand culture points. It might be better to have something like a "Pool border levels" option. So if you have two cities, and one has a border level of 1, and another has a border level of 3, pooling it would give both cities a border level of 2. If it doesn't divide out evenly, it would be rounded down.Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.
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