December 15, 2003, 17:49
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#1
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Emperor
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Join Date: Aug 1999
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Posts: 3,618
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{The List-} Regional and City Menu Ideas
Introduction
A big part of playing Civ games has always been the city screen. This is traditionally where you set production for your cities. Where you check on a city's status, etc. What could we envision for Civ IV? Perhaps new features. New ways to make cities interact with the rest of the game. Perhaps divide the nation into regions, each with their own screen. Post your ideas here
Thanks! -List Threadmaster Asmodean
Summary
FILL IN
The Ideas
FILL IN
Conclusion
FILL IN
Respectfully Compiled- Asmodean
With special thanks to:
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Last edited by Asmodean; December 15, 2003 at 19:05.
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December 15, 2003, 18:54
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#2
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King
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Is this menus and Regions or just menus?
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cIV list: cheats
Now watch this drive!
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December 15, 2003, 19:00
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#3
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Emperor
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Have a big screen with everything a city is building and have the option to copy and paste build orders.
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March 1, 2004, 06:12
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#4
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Emperor
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Location: PG's ID: 0000 Founder of PROGRESSIVE GAMES. Living in Leganés (Madrid), but born in SANTANDER
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FROM THE SPANISH COMMUNITY LIST
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29) Make a distinction among city names, those which are landlocked and those with access to the sea.
In other words, there would be two lists, one for landlocked cities and another for coastal cities, when you build a city on the coast, their names are from the second list, and if you build a city which has no access to sea the names are taken from the first list.
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March 2, 2004, 05:10
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#5
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Warlord
Local Time: 15:39
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This is not an idea about adding new features but it's about city screen. How about linking city screens background (something like Civ3 uses) with culture groups, like it was done for city graphics on map in Civ2 + Civ3? This way viewing in cities will be different for different culture groups (for different Civ4-games or simply in one game during espionage/building embassy). It adds a little more atmosphere.
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May 18, 2004, 22:14
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#6
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Local Time: 14:39
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Since Asmodean's gone, someone might need to take over this thread, but in the mean time- this thread seems to fit under City Menu Jurisdiction:
http://apolyton.net/forums/showthrea...hreadid=112988 Recommend City Pollution Managers... IronMan
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-->Visit CGN!
-->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944
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May 25, 2004, 15:26
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#7
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Settler
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i am sure this has been addressed elsewhere, but it is relevant to this topic as well. i like the idea of being able to subdivide your empire in states (maybe as a product of a tech, like federalism). the state would be four or five cities, bound together (the sum total of their cultural influence would determine the border), with a designated capitol. the border would have to continuous. this state capitol help off-set corruption, and it allows you to bring up an in depth menu for the cities in that state. so rather micromanaging on 6 different city screen, you could micromanage all six cities (and indeed the state itself) from the state screen.
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please lay off. i'm new.
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May 27, 2004, 20:48
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#8
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King
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Quote:
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Originally posted by skycommando
i am sure this has been addressed elsewhere, but it is relevant to this topic as well. i like the idea of being able to subdivide your empire in states (maybe as a product of a tech, like federalism). the state would be four or five cities, bound together (the sum total of their cultural influence would determine the border), with a designated capitol. the border would have to continuous. this state capitol help off-set corruption, and it allows you to bring up an in depth menu for the cities in that state. so rather micromanaging on 6 different city screen, you could micromanage all six cities (and indeed the state itself) from the state screen.
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 I like! For example, say a few of my cities boarder the Persians, I would put them into one or two states and have them specialize in pumping out defensive units to keep the Immortals away.
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The attempt to produce Heaven on Earth often produces Hell. -Karl Popper
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June 23, 2004, 01:09
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#9
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Prince
Local Time: 06:39
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Join Date: Dec 2000
Posts: 635
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Assign some of your workers to regions, if we still have the Civ3 worker system, and have the regional menu govern the workers (or public works).
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October 23, 2004, 23:50
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#10
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Emperor
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How about using the same buttons that control the workers be used for city improvements and tile improvements, etc...
Each button opens another seriers of buttons. The mini map could turn into the que list?
And maybe a tile que, hold down the shift key and click in order of the tiles with the same improvement?
I am working on an example. Hope to upload soon.
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You do know you can click on the pics and full size images will show in another tab......Krill
Indeed... when ever you have a culture issue, the solution is simple. Raze the city causing the problem ...Ming
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October 24, 2004, 00:56
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#11
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Prince
Local Time: 14:39
Local Date: November 2, 2010
Join Date: Apr 2002
Posts: 333
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I would like to see some automation of tile usage placement. I think the easiest thing would be three sliders - growth,production,commerce. If you peg the production slider, it uses the tiles that will produce whatever is in your que in the shortest time. This includes knowing when to work a food tile so that the city will grow and be able to work 2 production tiles. That's the sort of micromanagement that, though I am capable of doing, I find extremely tedious.
The sliders could have a green/yellow/red range such that if all the sliders are in the green, the city never starves. But if you put the production slider into the yellow, you're saying that you're willing to let some population starve by working only production tiles if it will get it done faster. Red means that you'd even be willing to Pop Rush, or Pay Rush the production.
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October 24, 2004, 01:57
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#12
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Emperor
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WARNING....Ugly art
here is my basic thought
U=units
W=wonders...blah, blah
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You do know you can click on the pics and full size images will show in another tab......Krill
Indeed... when ever you have a culture issue, the solution is simple. Raze the city causing the problem ...Ming
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October 24, 2004, 13:53
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#13
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Settler
Local Time: 14:39
Local Date: November 2, 2010
Join Date: Aug 2004
Posts: 8
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if we can build same unit or buiding in different city(group of city , region or all) just by clicking 1 or 2 times it could be great (like CTP2 by example)
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October 24, 2004, 14:10
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#14
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Settler
Local Time: 14:39
Local Date: November 2, 2010
Join Date: Aug 2004
Posts: 8
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and if we can build sub-marine city or city in the sea like new-york or venice ??
and why not city in the sky
or city under the hill (oups if i continue like this i come to play at middle of earth)
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October 30, 2004, 02:42
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#15
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Emperor
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In the process of taking the responsibilties of this thread
bear with me....

(thought this would be appropiate)
__________________
You do know you can click on the pics and full size images will show in another tab......Krill
Indeed... when ever you have a culture issue, the solution is simple. Raze the city causing the problem ...Ming
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October 30, 2004, 17:24
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#16
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Emperor
Local Time: 07:39
Local Date: November 2, 2010
Join Date: Sep 2002
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Posts: 8,459
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Regional and city menus
Introduction
Welcome Aboard to {The List} for Civilization IV.
A big part of playing Civ games has always been the city screen. This is traditionally where you set production for your cities. Where you check on a city's status, etc. What could we envision for Civ IV? Perhaps new features. New ways to make cities interact with the rest of the game. Perhaps divide the nation into regions, each with their own screen. Post your ideas here
Summary
A lot that is suggested here will be new to the game "and hopefully added"
Help think of the ways these changes should look, what information is needed on the screen. If all possible add screen shots.
The term Region will represent the terms region and state in this thread.
Thanks for reading, participating
Threadmaster Platypus Rex (thoughts and questions)
Table of Contents
1. REGIONAL MENUS
2. CITY MENUS
3. OTHER
The table of contents is broken into the next two seprate post blocks to allow for growth.
The Ideas
1. REGIONAL
1.1 Have a big screen with everything a city is building and have the option to copy and paste build orders.
This would work well for both city and region.
1.2 Assign some of your workers to regions, if we still have the Civ3 worker system, and have the regional menu govern the workers (or public works).
1.3 i am sure this has been addressed elsewhere, but it is relevant to this topic as well. i like the idea of being able to subdivide your empire in states (maybe as a product of a tech, like federalism). the state would be four or five cities, bound together (the sum total of their cultural influence would determine the border), with a designated capitol. the border would have to continuous. this state capitol help off-set corruption, and it allows you to bring up an in depth menu for the cities in that state. so rather micromanaging on 6 different city screen, you could micromanage all six cities (and indeed the state itself) from the state screen.
Should there be a region wide unhappiness for loss of a city?
Editable, change to/from a region?
Limit number of Regions
Regional Related Threads
Recommend City Pollution Managers
http://apolyton.net/forums/showthrea...hreadid=112988
Respectfully compilled by Platypus Rex
With special thanks to: Nikolai
Will update 2+ times a week
__________________
You do know you can click on the pics and full size images will show in another tab......Krill
Indeed... when ever you have a culture issue, the solution is simple. Raze the city causing the problem ...Ming
Last edited by Addled Platypus; November 2, 2004 at 03:46.
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October 31, 2004, 05:03
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#17
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Emperor
Local Time: 07:39
Local Date: November 2, 2010
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CITY
2. CITY
2.1 I would like to see some automation of tile usage placement. I think the easiest thing would be three sliders - growth,production,commerce. If you peg the production slider, it uses the tiles that will produce whatever is in your que in the shortest time. This includes knowing when to work a food tile so that the city will grow and be able to work 2 production tiles. That's the sort of micromanagement that, though I am capable of doing, I find extremely tedious.
The sliders could have a green/yellow/red range such that if all the sliders are in the green, the city never starves. But if you put the production slider into the yellow, you're saying that you're willing to let some population starve by working only production tiles if it will get it done faster. Red means that you'd even be willing to Pop Rush, or Pay Rush the production.
2.2 This is not an idea about adding new features but it's about city screen. How about linking city screens background (something like Civ3 uses) with culture groups, like it was done for city graphics on map in Civ2 + Civ3? This way viewing in cities will be different for different culture groups (for different Civ4-games or simply in one game during espionage/building embassy). It adds a little more atmosphere.
Conclusion
2.3 And maybe a tile que, hold down the shift key and click in order of the tiles with the same improvement?
2.31 How about using the same buttons that control the workers be used for city improvements and tile improvements, etc... see image in the posts below
Each button opens another seriers of buttons. The mini map could turn into the que list?
City Related Threads
__________________
You do know you can click on the pics and full size images will show in another tab......Krill
Indeed... when ever you have a culture issue, the solution is simple. Raze the city causing the problem ...Ming
Last edited by Addled Platypus; November 2, 2004 at 02:38.
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November 2, 2004, 02:31
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#18
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Emperor
Local Time: 07:39
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Join Date: Sep 2002
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OTHER
3. OTHER
3.1 This is not an idea about adding new features but it's about city screen. How about linking city screens background (something like Civ3 uses) with culture groups, like it was done for city graphics on map in Civ2 + Civ3? This way viewing in cities will be different for different culture groups (for different Civ4-games or simply in one game during espionage/building embassy). It adds a little more atmosphere.
Related Threads
Game atmosphere
http://apolyton.net/forums/showthrea...hreadid=105317
__________________
You do know you can click on the pics and full size images will show in another tab......Krill
Indeed... when ever you have a culture issue, the solution is simple. Raze the city causing the problem ...Ming
Last edited by Addled Platypus; November 2, 2004 at 02:43.
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November 2, 2004, 15:38
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#19
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Chieftain
Local Time: 14:39
Local Date: November 2, 2010
Join Date: Jul 2003
Location: France
Posts: 88
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yeah i want to be able to settle a city near another civ city without being an invader and a land stealer. i want frontiers to be designed optionnally, i mean we can't steal land anymore with culture radius as it is already worked by another citizen of another civ. We can choose not to declare war on a city settling in our "territory".
plus i want to be able to space our cities without corruption. i want to be able to forget several tiles and having a optimum corruptionless city operationnal.
those two things to reflect a better tolerance for foreigns. see the map in a larger way. more space, more tolerance for civs each others. colonization possible. more ways to melt populations maybe. frontiers: you should be able to decide when an intrusion is not tolerable, i mean no warning or anything else: your own possibility to communicate it to another AI civ. And the possibility for the AI civ to react to this kind of requirements by redesigning its own.
i want city workable radius to be something else than a square-like form. I want it to be ovoïd if necessary with a tile number limit. plus, like this, cities size would be more random and unpredictable, and settling phase would be more pleasant, and easier.
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November 2, 2004, 16:18
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#20
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Prince
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Oh, but I like stealing their land without them caring. Although I haven't been doing so. I guess I mostly did that in SMAC.
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November 2, 2004, 18:56
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#21
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Emperor
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More options for automating build queues would be nice. They might not be important for games on small maps and/or for games on very high difficulty levels, but average level epic games (huge map) really suffer because of horrific amounts of micromanagement.
The MOO3 system, allowing different priorities based on the role of a planet (a city or a region in CIV), works very well. Something along these lines exists in Civ3, but in order the empire to function properly, you'd have to set those priorities for each city individually and then change them as the game progresses and cities change their roles in your empire. So basically, though there seems to be a system implemented in Civ3, it still forces you to manage each city individually. That's a thing MOO3 is way ahead of Civ3 and something that could really improve epic games.
Or, if a similar system can't be implemented in CIV (there could be trouble with it, I know that), at least do two things:
1. Add the possibility to have multiple build queues designed by the player.
2. Allow adding any buildings and units to such queues. If by the time the city tries to build them they are not allowed, just discard them and move to the next position in queue or ask the player what to do. The current system won't let you add a Cathedral after a Temple, so you are bound to have to set the production manually. And it's no fun once you have 40+ cities...
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Seriously. Kung freaking fu.
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November 2, 2004, 19:12
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#22
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Prince
Local Time: 06:39
Local Date: November 2, 2010
Join Date: Dec 2000
Posts: 635
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1. and have default labels for different types of cities, like if they're on a border with another civ, if they're on a frontier bordering unclaimed territory, if they're on a coast, if they're in the core of your civ, if they're particularly productive or particularly unproductive, and be able to replace the default labels and add other labels alongside them. Maybe once you build a certain category of improvement, like a temple representing the religious, happiness, or cultural category, you can choose to categorize that city to focus on that category of improvement. You could also categorize a city by what average tier of improvements it already has, like temples/ marketplaces/ libraries or cathedrals/ banks/ universities, and cities could automatically switch to a new category when they change their criteria.
2. That would be soo good.
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November 2, 2004, 19:41
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#23
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Emperor
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Brent, what you said is very similar to the system implemented in MOO3. Planets are categorized by the AI on one side and on the other side the player selects build strategies for planet categories. A "standard" build queue can not be changed and is automatic (for the planets that are controlled by the AI - you can choose which ones are), but all priorities make it different, based on planet categories. And, believe it or not, the system works very well, allowing easy empire management in huge galaxies. The AI actually does a good job categorizing and the automatic build queues are well prepared and work together with the technological development. That's a lot of issues that have to work together.
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Seriously. Kung freaking fu.
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November 3, 2004, 14:43
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#24
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Emperor
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Question for Modo44
I have never played M003, would seeing a screen shot help me follow your idea?
Question for Naokaukodem
Did you know this forum is for Regional and City menus ideas
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You do know you can click on the pics and full size images will show in another tab......Krill
Indeed... when ever you have a culture issue, the solution is simple. Raze the city causing the problem ...Ming
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November 3, 2004, 15:00
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#25
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Emperor
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ATTENTION!!: THIS THREAD has changed
PLEASE POST TO THE NEW THREAD
http://apolyton.net/forums/showthrea...hreadid=124782
Thread Master Platypus Rex
__________________
You do know you can click on the pics and full size images will show in another tab......Krill
Indeed... when ever you have a culture issue, the solution is simple. Raze the city causing the problem ...Ming
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