the thread is current to this post, with the last submission being New Idea #36 Different Levels of Cities
Announcement
Collapse
No announcement yet.
The Essential Civ3 - New Ideas
Collapse
This topic is closed.
X
X
-
Disease has changed the course of civilization far more any all the armies that have ever marched. 60% of the casualties in WW1 were from disease not guns. The Native Americans weren't eliminated by european armies but a tiny organism called small pox. Gengis Kahn and Alexander the Great died at the peak of their power - not by war but by disease. With the exception of a single WOW, Civ has always ignored disease.
Here's my proposal:
General disease:
General disease could have an effect similar to corruption. Medicine men/Doctors can reduce the affects (similar to elvii). The amount of disease increases drastically with an increase in population (similar to pollution). Disease levels increase with each unit of food shortage. War increases disease in all cities. Each level of disease increases the chance of Plague.
Plague:
Replace the silly barbarians (OK, some people may like em - I don't) with plague. Plague would randomly strike a city based on its disease level. Plague could spread by road or rail or if a unit is present in a city radius during an outbreak travels to another city. (Could be used as a hidden attack?) Plague reduces the population, suspends production and inflicts damage (without modifiers) to all units within the city radius. As the population decreases the chances of the plague ending increases.
Research:
Herbs & Potions
Domestication (Cats keep disease caring rodents in check.)
Plumbing (Finally a good use for the mysterious Plumbing!)
Alchemy
Modern Medicine
Drugs
Improvements:
Quarantine Zone
Hospital
Units: (battlefield versions of the Barracks)
Red Cross
Mash
Floating Hospital
WOWs
Hypothecatic Oath
Penicillin
CDC (Center for Disease Control)
Cure for Cancer
Well you get the Idea. I'm not a Civ Guru so excuse any misuse of the lingo.
Comment
-
How about realistic effects of latittude and elevation on food production(extremes of tempurature, growing season, ect.), population and such?
-near the poles is pretty unlivible
-near the equator is slightly harsh-heat, sun, rain(floods more likely maybe)
-high elevation has low pressure, cold,etc
At the very least there should be areas where you just cant build or gather resources from(You can't put New York on Mt Everest!!!)
Comment
-
How about realistic effects of latittude and elevation on food production(extremes of tempurature, growing season, ect.), population and such?
-near the poles is pretty unlivible
-near the equator is slightly harsh-heat, sun, rain(floods more likely maybe)
-high elevation has low pressure, cold,etc
At the very least there should be areas where you just cant build or gather resources from(You can't put New York on Mt Everest!!!)
Comment
-
I would like to see an option where you could play a "equal start" game where players could choose a game with little or no luck involved at the start.
Something to eliminate the need to restart untill host gets no freebee techs...
Something to where all players can get an equal start if they want to...
Something so that no player is right next to each other if they want...
Something to allow a player to get back in a game if they are booted, yet keep an AI from taking over his Civ if he quits and just eliminate his civ if he quits...
Maybe some way to keep the Ai from messing with your civ if you get booted.
Can there be an option for any of this kind of thing? Hope so...
------------------
The journey itself is the thing~OdysseusThe journey itself is the thing~Odysseus
Comment
-
problem: in civ2 ans SMAC, war is unbalanced. The current model acts as if you had an infinite amount of population for unit building. You can continue building units, getting them killed, just build more, your cities are completely unaffected. I can wage war as long as I want, and my cities keep growing.
solution: some type of "recruitment system" for building units. Either reduce a city's population appropriately when a unit it is supporting, is destroyed, or implement a system where you only build the weapons and then take some population to form the unit.
solves problem by doing two major things:
- pop is now tied into unit building so losing troops will mean pop loss at home.
- loss of pop will affect economy and industry etc... so affects of war are modeled. (post-war rebuilding)
bottom line: the main ressource in waging war is population and this needs to be modeled.
------------------
No permanent enemies, no permanent friends.'There is a greater darkness than the one we fight. It is the darkness of the soul that has lost its way. The war we fight is not against powers and principalities, it is against chaos and despair. Greater than the death of flesh is the death of hope, the death of dreams. Against this peril we can never surrender. The future is all around us, waiting, in moments of transition, to be born in moments of revelation. No one knows the shape of that future or where it will take us. We know only that it is always born in pain.'"
G'Kar - from Babylon 5 episode "Z'ha'dum"
Comment
Comment