Emperor
Local Time: 03:21
Local Date: October 31, 2010
Join Date: Apr 1999
Location: In the army
Posts: 3,375
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RADICAL IDEAS SUMMARY
Table of Contents:
I. AI entities in the game
II. Colonies
III. Dynasties
IV. Espionage
V. Ethnicity
VI. Game Play suggestions
VII. Minor Civilizations
VIII. Miscellaneous Ideas
IX. Public Opinion
X. Real Time Civ3
XI. Regions
XII. Religions
XIII. Removal of Cities
XIV. Wonders
XV. Victory Conditions
XVI. Contributors
AI entities in the game:
1. Instead of civ3 having everything owned by the state, AI controlled companies could build city improvements.
2. These companies will grow independently of your civilization, and could build for and trade with other civilizations.
3. There could be an economic scale that determines how much involvement your civilization has in the economy.
4. Laise-faire economies might have AI companies build everything, with things like factories being handled at the company’s discretion, and certain areas vital to the states interest could be directed by hiring the companies to build and maintain those things. This could include roads and schools.
5. Communist economies might not have AI companies at all, and the player would have to build and plan everything.
6. Regulated free markets/socialism could allow AI companies and could give the player varying degrees of interaction in the economy.
7. Civ3 should have a real stock market, representing each one of the AI companies. You could invest money in this stock market and it would fluctuate over time. Wars, economic booms, and recessions could influence it. There could even be a stock market crash.
8. Have the AI control special interest groups in your civilization. They could be the senate in a democracy, or they could be a group of nobles under a monarchy. You would have to deal with them and keep them happy or they might revolt, or attempt to assassinate you. There could be more than one special interest group competing for your favor.
9. These AI controlled special interest groups would have different agendas depending upon your social engineering. Priest in a fundamentalist state might scorn secular education and grow restive if you built too many schools, and would lobby for more temples and other religious structures. The senate would overturn large military budgets and would lobby for improvements in their districts.
10. If you appease the special interest groups then they will approve of your actions (if all the senators are happy they will vote for declaring war) and you need their approval under certain forms of government to do certain actions. However, under the forms of government that you didn’t need their approval they would be more likely to revolt if they didn’t like your policies.
Colonies:
1. In civ3 colonies would be cities that you found that don’t connect to your borders. They wouldn’t count against bureaucracy but would have a greater chance of revolt.
2. Have an explorer unit claim land for you civilization. This is how your civilization gets new territory. Your civilizations can buy and sell this land, and other civilizations can build on it but risk making your civilization angry.
3. When the conditions are right settler units spontaneously appear. The condition could be economic or happiness. If it were economic reasons then when the settler founds a new city, it would most likely be a colony. If the settler appears because of happiness reasons there is a good probability that when the settler founds a new city it will be independent.
4. Upon building the UN, colonies of your civilization have a good chance of becoming independent, and if your civilization maintains colonies, it might take a hit in reputation. Larger powers would have to use treaties and trade instead of colonies. Smaller powers could catch up during this time.
Dynasties:
1. Instead of the player being an immortal leader of a civilization, the player is one of a long line of emperors/kings/presidents.
2. Each ruler would have strengths in certain areas and weaknesses in others. These strengths and weaknesses will effect your civilization's social engineering.
3. After a while, the leader will die or another leader will replace him.
4. At the start of the game, there would be an option either to have random attributes or to have the player set their leaders attributes.
5. If the player does something great then the leader could improve. If the player really fouls up then the leader could become worse in an area.
6. Having too many unhappy people in your civilization could cause the people to revolt and put a new ruler in power.
7. Players could appoint an heir and improve the heir’s abilities. If a revolution toppled the leader, the player would get a randomly created successor instead of the heir.
8. Each leader could have a list of accomplishments and failures recorded in the monument screen.
9. Besides the main leader of your civilization, there would be governors, generals, and administrators. These leaders could add small modifiers to the area they handle. It would be possible to recruit or assassinate leaders of other civilizations. You could conduct purges among leaders in your own civilization under certain forms of governments. Also strong leaders (especially generals) would be more ambitious and ambitious leaders would have a greater chance of revolting against your civilization.
10. Even if a dynasty falls, it could set up a government in exile and resurrect that civilization later in the game.
Espionage:
1. Spies should be invisible. However, other spies with equal or higher morale could spot them.
2. If a spy accomplishes a task, the civilization it spied on should not know.
3. Infiltrating datalinks shouldn’t be permanent.
4. Civ3 should have special research facilities that conduct secret national research. For each one of these facilities you could do a specific kind of research, and you cannot do that research until you build one of these facilities. Spies could have orders to find and infiltrate these facilities. If a spy infiltrates one of these facilities, he could have a few options. Either the spy could steal the technology they have developed there, or could sabotage the research there, or could go into deep cover and provide a small research bonus for being in one of those facilities.
5. If your spy takes more than one turn to steal a technology (the spy disappears during that time) then the spy would have a better chance of success.
6. Abandon spy units and have a national espionage budget. The more you spend the more espionage points you would have available. You could use those points to run spy missions, spending more points would give a better chance for success. You could also spend points on counterespionage.
Ethnicity:
1. Each unit of population has an ethnicity
2. Ethnicity can effect diplomacy.
3. Civilizations can be composed of different ethnicities.
4. Each ethnicity is native to a certain area of the map. As you begin your civilization has one race but as it grows it absorbs other races.
5. There would be some problems with mixing ethnicities. Certain governments would have would have less ethnic tensions than others. For example, a democracy would have less ethnic tension than a fascist government.
6. You can ethnically cleanse an area and it would result in increased loyalty from your people but would be a major atrocity with huge diplomatic repercussions.
7. Base ethnicity on a civilization's color instead of real ethnicity.
8. You work to assimilate people into your empire. As time goes by if you can either suppress the conquered ethnicity or try to get them to become part of your empire. If you suppress a conquered ethnicity, they will not assimilate into your civilization.
9. There should be immigration in civ3. People will move from poor, unhappy civilizations to wealthy happy civilizations. How close the two civilizations are will be a factor in immigration. Immigrants will take a certain amount of time to assimilate into your civilization, and during that time, they can cause ethnic strife. You can close off your borders but this causes unhappiness under certain governments. Certain facilities could encourage immigration.
10. Make we love days cause immigration to your civilization, instead of populations booms. Then if you switched governments before assimilating the immigrants into your culture you could suffer consequences.
11. Certain ethnicities would have certain advantages, like purple might be natural horsemen while blue was natural sailors.
Game play suggestions:
1. Have multiple tech trees. When the game begins the computer chooses at random which tech tree the current game is going to use. The tech trees would each have their own individual strengths and weaknesses.
2. Civilizations do not start with any inherent bonuses.
3. Social Engineering choices and the actions your civilization takes would determine what bonuses develop.
4. Changing the way you lead your civilization could cause new bonuses to replace the old ones.
5. Units have a supply bar in addition to a health bar. If you don’t have enough supplies or if you can’t trace a supply line to your civilization then the supply bars, start to go down. When a unit runs out of supplies then it starts losing health until it dies.
6. The addition of leader units. These units act as command and control units and improve the statistics of surrounding units however the units themselves are very weak. The player can attach them to a particular unit or they can move independent of others units.
7. Buildings should have a certain population requirement before they will function.
8. Units (except for warriors and settlers) have a prerequisite building before a city can build those units.
9. Base total number of units a civilization can have on population.
10. Instead of random combat, have a more chess like combat system. Where the outcome of a battle is always the same.
11. Civ3 scoring should be a turn by turn basis. You would get points every turn. Therefore, even if a civilization is completely destroyed they can still have a decent score.
12. Have a list of all the possible things that you can research. The technologies that you have had the longest ability to research are at the top of the list, the newest technologies that you can research are at the bottom of the list. A random amount of research is assigned to the first item on the list, and then a random amount is assigned to the next item on the list and so on until there isn’t any more research points to assign. The total maximum amount of research assigned to each technology is determined by the most advanced research facility built in your civilization. If you want to direct your civilization's research you can move an item up on the list but every time you do this research points are lost.
Minor Civilizations:
1. There should be minor civilizations in civ3.
2. These civilizations would have penalties that prevented them from competing with larger civilizations and would randomly appear in unclaimed areas of the map.
3. Minor civilizations could be trading partners, could pillage nearby civilizations, would be the targets of invasions and if they became powerful, enough could become a major civilization.
4. Have the ability to trade with barbarians, and to hire barbarians as mercenaries to attack your rivals.
Miscellaneous Ideas:
1. Have more than one planet to explore in Civ3
2. There should be a button that you set production with, without entering the city menu.
3. Ability to edit more features of the game.
4. Use hexes instead of squares.
5. Air units can’t destroy ground units.
6. More detailed logistics.
7. Be able to instantly move units anywhere you want in peaceful territory.
8. Have the option to set the number of competing civilizations from zero to the maximum allowed by civ3.
9. Have a toggle switch for adding complexity to civ3.
10. Have a tactical combat system in civ3.
11. If a city is destroyed by natural means and not by another civilization then the destroyed civilization’s cities turn into ruins. If another civilization discovers these ruins then they get whatever gold and technology that the civilization had.
12. There should be various types of city walls.
13. Units should take a population unit to form.
14. Instead of supply crawlers have settlers possess the ability to send supplies back to their home city. They would still count as part of the city.
15. The map is not permanent until you discover mapmaking.
Public Opinion:
1. Instead of the present civilization system of happiness have a public sentiment, where as the people could be happy with their living conditions but dislike their leader.
2. Have different areas of public sentiment.
3. Types of public sentiment: Rulers compared to other rulers. Your civilization’s population compared to other rulers. Your civilization’s population compared to you. Your civilization’s population compared to other civilizations’ population. Other civilizations’ population compared to their rulers. Other civilization’s population in regards to you. Religions in regards to other religions. Ethnicities in regards to other ethnicities. There will be a level of hate/love associated with each one of these areas.
4. Population growth should have other factors besides excess food.
5. There should be refugees in Civ3.
6. There is internal immigration in your empire. Citizens will move to cities that have better living conditions.
Real Time Civ3:
1. Civ3 should be a real time game. With time handled like in Baldur’s gate.
2. Pauses would be limited in multiplayer, with players accumulating pauses as time goes by. Everyone can give orders during a pause.
3. In single player, pauses would be infinite, but each pause would subtract a little from your score.
4. Other factors such as civil disorder could effect the number of pauses you have.
5. Have buildings be on the map and have citizens have to work each of the building like in Age of Empires.
6. However there is a lot of opposition to the idea of civ3 as a real time game
Regions:
1. Civ3 should divide civilizations into sub-units called regions.
2. Regions should have fixed borders conforming to terrain features.
3. Instead of building aqueducts inside of cities, a player could implement aqueducts on a region or on a national basis with it benefiting the entire area. This would reduce micromanagement.
4. Instead of city improvements abstract a city into a number of areas, (industry, housing, entertainment, etc.). There would be a public works system to improve the areas in the city. As the population grows and an area’s development becomes inadequate for the city then the public works are used to improve that area. Alternatively, you could set priorities for how you want each area to improve.
5. You manage your workforce on a regional menu. For example, you set 80% of your population to work in factories in a region with a high industry level. You set 60% of your population to be clergy in a region with a high religion level.
6. Have the ability to shift food and shields on a national basis.
7. You could pool all of a region’s or a nation's production together. In addition, food could be distributed on national basis. So any city could build any facility or unit that you have enough shields for in one turn. Alternatively, a certain percentage of your nation's production could be distributed. This could either be, 10% to start out with, of your entire production could be sent to any city, and this would increase with technology. Alternatively, each area could receive a certain percentage of your nation's production based upon its industry level. Alternatively, after you place a unit in a city there is a red box around the city. That city can’t produce anything until the red box goes away. Large cities can either produce more than one thing at a time or their red box goes away much faster than smaller cities.
Religions:
1. There should be religions in civ3.
2. Religion is separated from race and there could be religious tensions inside of your civilization.
3. Each leader belongs to a certain religion.
4. If your civilization burns down a zoobist frank city not only will that upset the franks, but it will upset all zoobist leaders and all zoobist populations. (including your civilization’s population if it is zoobist) However, religions that hate the zoobist will like your civilization better after you destroy a zoobist city.
Removal of cities:
1. Base population on tiles, not on cities and at the start of the game some times will already have people in them.
2. People can live in and work tiles outside of the city, however unless connected by road to the city the resources the tile collects are not used by your civilization. The tile still consumes food and the population of the tile can still grow though.
3. Have the ability for more than one person to live and work on a tile. Each additional person only creates a fraction of the resources that the first person did. For example, the third person only creates an additional 1/3 food, resources, and money of the first worker.
4. There should be a limit to how many people can live on a tile. (It could be a natural limit set by the amount of people the tile can feed or it could be an arbitrary limit like only four people per tile).
5. Once the tile hits the population limit, the next person will expand into an adjacent tile.
6. If the population expands into two adjacent squares to the original then a new city forms.
7. If this happens inside of your civilization's borders the new city will be yours, if it happens in unclaimed territory this new city will be a new civilization.
8. Have smaller units of population.
9. Each tile has a population level.
10. Have the ability to group a large number of tiles together and manage them all at once.
11. There should be the ability to move population units around.
12. Each square is a city and every square has a real population (32,859 instead of 3 population)
13. There were problems with this idea.
14. This adds to micromanagement.
15. How do you determine which city each tile sends its production to?
16. Makes it impossible to win by conquest.
17. Why build cities? There is no advantage to having a city, just build a facility on a tile.
Wonders:
1. Get rid of wonders.
2. Reduce the effects of wonders after a period of time
3. Add a production penalty to wonders (+50 shields per wonder).
4. Can not work on more on the same wonder at more than one city.
5. A city can only have one working wonder at a time (obsolete wonders don’t count)
6. Wonders require a certain population before you could build them.
7. Have a toggle switch for wonders in game options.
8. However, getting rid of wonders would make the game less fun.
Victory Conditions:
1. Have more victory conditions.
2. Don’t have any victory conditions, make a completely open-ended game like simcity.
3. It should be possible to play a satisfying game without any outside competition. The ability to play as the entire human race, just humanity and the world, along with barbarians, diseases, internal strife and so on.
Contributers:
Possibility
Rong
yin26
VaderTwo
HarryKattz
Darkstarr
Travathian
Certhas
Ecce Homo
Freddz
Eggman
Trachmyr
Goob
meowser
Diodorus Sicilus
Alkis
Du_Chateau
russellw
BigBopper
CormacMacArt
MBrazier
E
ember
Asgeir
Spartan187
FrantzX
paraclet
NotLikeTea
MBD
Giant Squid
bab5tm
Flavor Dave
Icedan
Daniel Bistman
wheathin
EnochF
mingko
Picker
Bigcivfan
Francis
Urban Ranger
JamesJKirk
Theben
DarthVeda
Scooter
Transcend
Jimmy
Jakester
Alexander's Horse
Mikel
croxis
FinnishGuy
Fugi the Great
korn469
Jon Miller
eNo
jig
n.c.
humaloidi
Methos
Princeps
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