May 6, 2003, 21:26
|
#1
|
Warlord
Local Time: 16:53
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Berkeley
Posts: 158
|
Next XP Suggestion Thread
I'm restarting this thread ! brianshapiro has decreed it.
1. Units/population injured (revolts/massacres) instead of cultural flipping. this will make everyone happy
2. Enhanced editor, including if nothing else, control over time incrementation. my wish list also includes the ability to have tiles alternate every turn to represent changes in day, season, etc (which may not be doable in a XP). this will make mod'ers happy
3. (Yellow?) asterisk by units being automated instead of green/yellow/red dot. this will make it easier to identify these units
4. Unit animations for disbanding. this will add polish to the game
5. My wish is to have cultural influence have an inverse effect on corruption, this might not be done in an XP though.
6. The civilizations I want to be added include Dutch, Incans,
|
|
|
|
May 6, 2003, 22:08
|
#2
|
Warlord
Local Time: 16:53
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Berkeley
Posts: 158
|
by automated i mean any unit that is on go to
7. cities retain architecture of original civ until city graphic would change to reflect pop growth
--- does anyone know why this wasnt done , like it was with alpha centauri
|
|
|
|
May 6, 2003, 23:11
|
#3
|
Prince
Local Time: 00:53
Local Date: November 2, 2010
Join Date: May 1999
Location: Sydney, Australia
Posts: 350
|
I like culture flipping as it is. I also like the limiting effects of corruption. I see no need for additional civilisations. Changing seasons and additional animations would use up lots of hard drive space for eyecandy.
I would love an enhanced editor.
I would also like improvements that increase the effectiveness of specialists on top of the increased effectiveness from technology advances. I would also like specialist workers who add say one shield per turn to city production with increments for technological advancement and particular city improvements.
I would also like to double irrigate as one could in Civ2, make that triple irrigate. Umh, double mining sounds good too.
I should also like penalties for attacking a gracious civ. As things stand it makes no difference whether you lay into a gracious or annoyed civ, just as OK to attack your longstanding friends as your traditional enemies!
At the moment, permanent diplomatic penalties keep stacking up so in general there something of a spiral of hatred between all the various countries. I would like it if there were means of gaining permanent browny points to offset this.
|
|
|
|
May 7, 2003, 00:52
|
#4
|
Emperor
Local Time: 19:53
Local Date: November 1, 2010
Join Date: Mar 2002
Location: listening too long to one song
Posts: 7,395
|
Besides the above, of the things they could do fairly easily, would be to create some decent scenarios, ala the Civ2 xps. Like ToT's games, scifi, fantasy mods. I'm glad they included the units in PTW, japanese, dinos, but put them in the game.
A UN that actually does something other than end the game.
|
|
|
|
May 7, 2003, 01:00
|
#5
|
King
Local Time: 00:53
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Vancouver, Canada
Posts: 1,141
|
-Landmarks.
-Improved AI*
-More diplomacy /trading options (trading debt?)
-Improved UN to make it more political
*Most important to me. I think the AI in PTW is vastly sueprior to plain vanilla Civ3. Another level of refinedment would make it a nice AI to face against.
|
|
|
|
May 7, 2003, 01:46
|
#6
|
Warlord
Local Time: 01:53
Local Date: November 2, 2010
Join Date: Dec 2000
Location: of Cheese
Posts: 120
|
I WANT RESPECT FOR MY BORDERS!
And I want it now.
cya
|
|
|
|
May 7, 2003, 03:46
|
#7
|
Emperor
Local Time: 02:53
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
|
In order of importance:
1) Diplomacy editing
2) replay button in Hotseat and PBEM games
3) Events editor
4) extra 8 civs
5) maybe even AI editing (although I think this one can't happen)
|
|
|
|
May 7, 2003, 13:34
|
#8
|
Prince
Local Time: 00:53
Local Date: November 2, 2010
Join Date: Nov 2002
Posts: 310
|
An enhanced editor!
Make it easier and more intuitive. I always have to browse through folders, add icons, find and edit the right .txt files. It gets quite tedious.
Also give improvements the ability to ADD corruption and specify in numerical values how corrupt a government system would be.
How about the option to choose male and female leaderheads?
For example, China can have Qin Shi Huang Di (GET RID OF THAT UGLY MAO LEADERHEAD! ) and Dowager Empress Cuxi (pronounced "tsu-shi"). The Egyptians could have Cleopatra and Pharaoh Hor-aha (a.k.a. "Mena" in some sources or "Menes" to the Greeks).
__________________
"When we begin to regulate, there is naming,
but when there has been naming
we should also know when to stop.
Only by knowing when to stop can we avoid danger." - Lao-zi, the "Dao-de-jing"
Last edited by Azeem; May 7, 2003 at 13:39.
|
|
|
|
May 7, 2003, 13:50
|
#9
|
Emperor
Local Time: 19:53
Local Date: November 1, 2010
Join Date: Mar 2002
Location: listening too long to one song
Posts: 7,395
|
I agree. what would be awesome would be if a civ would behave a little differently under the respective leader.
I would like to see war weariness quantified or explained a bit more.
I would like to see some buildings have a negative happiness rating, like in some of the mods or in SMAC
|
|
|
|
May 7, 2003, 13:50
|
#10
|
Local Time: 02:53
Local Date: November 2, 2010
Join Date: Nov 2001
Location: jihadding against Danish Feta
Posts: 6,182
|
__________________
"I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
"I never had the need to have a boner." -- Dissident
"I have never cut off my penis when I was upset over a girl." -- Dis
|
|
|
|
May 7, 2003, 13:54
|
#11
|
Emperor
Local Time: 19:53
Local Date: November 1, 2010
Join Date: Mar 2002
Location: listening too long to one song
Posts: 7,395
|
I agree. It would definately be useful in some of the games I've played.
I don't know why they couldn't just enable unit trading in MP, to avoid the problems they've discussed before with the AI.
|
|
|
|
May 7, 2003, 15:19
|
#12
|
Prince
Local Time: 19:53
Local Date: November 1, 2010
Join Date: Oct 2001
Location: People's Republic of the East Village
Posts: 603
|
__________________
- "A picture may be worth a thousand words, but it still ain't a part number." - Ron Reynolds
- I went to Zanarkand, and all I got was this lousy aeon!
- "... over 10 members raised complaints about you... and jerk was one of the nicer things they called you" - Ming
|
|
|
|
May 7, 2003, 18:23
|
#13
|
King
Local Time: 19:53
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
|
Quote:
|
Originally posted by Fredric Drum
I WANT RESPECT FOR MY BORDERS!
|
Alternatively, you could ignore the AI borders like I do.
|
|
|
|
May 7, 2003, 18:27
|
#14
|
King
Local Time: 00:53
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Vancouver, Canada
Posts: 1,141
|
Interesting mention of war weariness.
I was thinking last night that the game needs a population AI that think and acts independently of each Civ. So that even the AI civs will have to contend with their own populations.
But It's probably more of a Civ4 thing than an XP thing, since it would require almost an entire overhaul of the population happiness aspect of the game.
|
|
|
|
May 7, 2003, 18:30
|
#15
|
Deity
Local Time: 20:53
Local Date: November 1, 2010
Join Date: Feb 2001
Posts: 21,822
|
EVENTS!!!!!!!!!!
EVENTS!!!!!!!!!!
EVENTS!!!!!!!!!!
EVENTS!!!!!!!!!!
__________________
[Obama] is either a troll or has no ****ing clue how government works - GePap
Later amendments to the Constitution don't supersede earlier amendments - GePap
|
|
|
|
May 7, 2003, 19:34
|
#16
|
Prince
Local Time: 19:53
Local Date: November 1, 2010
Join Date: Mar 2003
Location: The First State
Posts: 446
|
Quote:
|
Originally posted by player1
In order of importance:
1) Diplomacy editing
|
Definate "must have"
Quote:
|
2) replay button in Hotseat and PBEM games
|
You mean they won't patch this?
Definately want
Yes, they should add some civs (and maybe a unit or improvement) just for the people who don't like to mod the games
Quote:
|
5) maybe even AI editing (although I think this one can't happen)
|
Don't think so either.
I think I could let this go, though
However, I'd like the AI to be able to use more of the editor options. What I mean is a unit that can only build roads will be used to build roads
I'd also like the ability to make unit pre-req's be Improvements, wonders, and govs
I want defensive bonuses against mounted units (maybe combat bonuses against other things, like defense against land/sea/air bombard, attack against foot units, stuff like that which doesn't require the AI to learn much in strategies)
The ability to ignore city defenses (with both bombard and/or attack)
While we're at it, I'd like the ability to have all the options to re-create a Fundamentalist government
I'd like all the options the Civ2 editor had (I pretty much mentioned them, this is basically mentioning the events editor)
I would love a graphics editor (but I'd doubt that they'd include that)
__________________
Viva la Spam
|
|
|
|
May 7, 2003, 20:24
|
#17
|
Prince
Local Time: 19:53
Local Date: November 1, 2010
Join Date: Mar 2003
Location: The First State
Posts: 446
|
Oh
for the little things like new civs and junk I want:
8 civs (If you want, I'll tell you the ones I'd want the most)
Canals (about the only terrain improvement that isn't complicated)
A unit or 2 (maybe an ancient siege engine and something else)
__________________
Viva la Spam
|
|
|
|
May 8, 2003, 22:09
|
#18
|
Deity
Local Time: 02:53
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Republic of Flanders
Posts: 10,747
|
Mainly an MP thingy;
Camouflage worker option:
In MP IMO it would be great to create dummy resources (both strategic and lux), they could 'evaporate' as soon as the enemy controls the tile.
Or just being able to camouflage the real ones would be a start.
-
'Nother worker action:
Sandbaggs to put on perimiters, not for defense bonusses, but to slow down units. The only other option we now have is building forests but they have a couple of drawbacks and weren't realy intended to be used as such.
__________________
#There’s a city in my mind
Come along and take that ride
And it’s all right, baby, it’s all right #
|
|
|
|
May 13, 2003, 15:07
|
#19
|
Warlord
Local Time: 01:53
Local Date: November 2, 2010
Join Date: Nov 2002
Posts: 183
|
i think there should be the ability to share a tile with a unit from a different civ, a la SMAC, where a right of passage meant exactly that.
I find it annoying when an 'ally' (someone who i have ROP with) moves his unit on my road, thus blocking my use of it.
This is totally unrealistic and should be fixed or added!!
|
|
|
|
May 13, 2003, 15:19
|
#20
|
Prince
Local Time: 19:53
Local Date: November 1, 2010
Join Date: Oct 2001
Location: People's Republic of the East Village
Posts: 603
|
There are two things from SMAC they should import with respect to sharing tiles: allied units passing through each other/stacking together and the ability to sent your own troops inot an allied city to defend it. That would solve the roadblocking problem and be a good way to defend those weaker civs from the stronger.
Events would be nice, a full blown scripting language would be better (the one thing CTP did right)!
__________________
- "A picture may be worth a thousand words, but it still ain't a part number." - Ron Reynolds
- I went to Zanarkand, and all I got was this lousy aeon!
- "... over 10 members raised complaints about you... and jerk was one of the nicer things they called you" - Ming
|
|
|
|
May 13, 2003, 19:27
|
#21
|
Prince
Local Time: 19:53
Local Date: November 1, 2010
Join Date: Sep 2002
Location: Washington, DC
Posts: 682
|
1) Improved AI (I could go into specifics, but I guess that's OT)
2) AI that adapts better to MODs
3) Better editor (not for me, but I love user made MODs and scenarios)
not!!!
1) civs
2) units
3) other "MODable" feature, lets face it users do a better job. i.e. no BS
|
|
|
|
May 15, 2003, 04:40
|
#22
|
Prince
Local Time: 18:53
Local Date: November 1, 2010
Join Date: Mar 2002
Location: Illinois USA
Posts: 303
|
1) smarter AI. Specifically concerning how it builds improvements and units, and tile improvements based on that city’s need. Included in this would be for any worker not to improve tiles that aren’t being used except for roads/RR that connect unconnected cities. This also includes not building units strictly by cost. The AIs seem handicapped into only building the cheapest units available at the time, based on whether they need offensive or defensive units. Also the AI needs to keep a small amount of gold for rainy days instead of spending every cent.
2) Automated workers should never improve tiles that are not being used by a city.
3) Hidden nationality units should act as barbarians once build, except that they will not attack their builder.
4) Barbarians that are appropriate to the era.
5) Ability to pass thru, but not stop on allied units and cities.
6) Increase importance of renewing pacts by valuing them exponentially each time they are renewed. This allows real friendships to be created. Too often as a pact expires, an AI will go from gracious to furious. And late in the game, no matter how few transgressions that you’ve made, everyone will hate you. You should at least be able to forge permanent alliances otherwise I don’t see how a WW2 scenario will wont if nations start attacking their allies. Autorazing should not cause a rep hit since we have no control over it.
7) Canals. Treated as sea units by naval units (although can move only one tile per turn) and as land by land units. Since it would be a tile improvement, no other improvement would be allowed, and it would take many many turns to build.
8) Auto bombard. I took a city with 3 artillery in it, that I had bombarded for a few turns. Not once did they bombard me. I’m tempted to mod out bombard units since the AI seems totally incapable of using them.
9) Passable AND impassable mountain types.
10) Better luxury calculations. I was trying to trade for my eighth luxury by trading with the #2 power to give them their eighth. I had more cities, but many would get no additional happiness due to their size, whereas the AI cities were maxed out sizewise. They wanted an unbelievably high price including not only the luxury, but also 2 techs and a high gpt. I turned it down and beat up some small nation and acquired it that way.
|
|
|
|
May 15, 2003, 04:41
|
#23
|
Prince
Local Time: 18:53
Local Date: November 1, 2010
Join Date: Mar 2002
Location: Illinois USA
Posts: 303
|
11) An editor that allows you to rearrange unit order. Sometimes as units are modded in, they are hard to find in the build list. I’d also prefer the editor to have the worker tasks in the dropdown menu and the often used offensive/defensive unit flags as the check boxes. Too often I’ve accidently hit shift instead of cntl when adding a trait, and I have to redo the entire units traits.
12) Border respect, especially settlers.
13) Tile types should have the option not to extend a border. Personally, I wish borders did not extend in sea tiles or mountains.
14) Allow cities to be built next to each other on opposite sides of a river.
15) I’d love to see roads not automatically cross rivers. It would be great if bridges had to be built and wheeled units could not cross rivers except at bridges.
16) Ability to trade ANY unit in the capitol. I understand that this could be complicated in determining the actual value to each side, but I think it can be determined if its value by each side is balanced by the need of the buyer. Say I have cavalry units, but now have tanks. The cavalry may be too expensive to upgrade and not much value in disbanding whereas the unit may be desperately needed by an ally who has not yet discovered tanks. You should be allowed to trade units that would be considered obsolete by the buyer, nor units that they haven’t discovered that units required tech.
17) Improvement requirements for units. I really hate being able to produce tanks in cities that don’t have factories. Or swordsmen without armories.
18) Forts and colonies should be counted as permanent border tiles.
19) Cities should not be able to utilize sea tiles until they have discovered the tech that allows sea travel or have built the Great Lighthouse. Also, why does the Great Lighthouse NOT allow sea trading?
20) Ability to trade cities. I understand that many players exploit the ability to buy them, but there should be a way to trade conquered cities by looking at the dominant nationality of the city and the length of time owned. There should be great desire for the AIs to regain any cities whose majority is of that nationality.
|
|
|
|
May 15, 2003, 04:42
|
#24
|
Prince
Local Time: 18:53
Local Date: November 1, 2010
Join Date: Mar 2002
Location: Illinois USA
Posts: 303
|
21) There’s a foot flag and a wheeled flag, we need a horse flag.
22) Gold calculated per city should be based on total population, not total number of cities. And only once per turn. Barbarians would need to know that only one per turn should sack a city. And if a city would be autorazed by another civ, then it would also be autorazed by a barbarian.
23) The ability to capture a barbarian and make them a slave worker.
24) A combined hill/forest tile type. A forested hill is much more difficult to take than a barren hill.
25) Emancipation that turns all foreign workers into citizens.
26) Only modern foot units should be able to be airlifted. As the latest war showed, you cant airlift very many bradleys or Abrams.
27) Cities should not flip, but should become a new civ that you can choose to support their independence or watch them be crushed by the original civ.
Last edited by ALPHA WOLF 64; May 15, 2003 at 04:48.
|
|
|
|
May 15, 2003, 04:43
|
#25
|
King
Local Time: 02:53
Local Date: November 2, 2010
Join Date: May 2002
Location: Sweden
Posts: 1,333
|
add partisans, fundamentalism, fanatics and more african civs
cheers
Last edited by statusperfect; May 15, 2003 at 05:35.
|
|
|
|
May 15, 2003, 15:23
|
#26
|
Emperor
Local Time: 19:53
Local Date: November 1, 2010
Join Date: Jun 2002
Location: The DoD
Posts: 8,619
|
1. Ability to edit pretty much anything about starting diplomacy (IIRC, the Firaxis announcemnent only mentioned "locked alliances". Nice, but still not very complete).
2. Events editor
3:
Quote:
|
Originally posted by petermarkab
i think there should be the ability to share a tile with a unit from a different civ, a la SMAC, where a right of passage meant exactly that.
I find it annoying when an 'ally' (someone who i have ROP with) moves his unit on my road, thus blocking my use of it.
This is totally unrealistic and should be fixed or added!!
|
Agreed. Perhaps it should be more strict, like only if you have both a ROP + a MPP or Alliance, but this is one feature that would be really great.
|
|
|
|
May 15, 2003, 22:24
|
#27
|
Settler
Local Time: 00:53
Local Date: November 2, 2010
Join Date: May 2003
Location: On the Vinland continent
Posts: 13
|
Hi there, I new here. Although I have played this game in various incarnations since early 2001. and I Love it. My suggestion here is for the new xp. Is that they add more slots for adding Civilizations yourself, because people will keep making more leaderheads and to my knowledge, as it stands right now there are only 7 more slots open. But, I see in the new xp there adding 8 more. So maybe this has been adressed. Personally I would like to see up to 64 slots instead of the current 32. However, I don't care to have the ability to play against 62 other civ at once. I think my pentium 3 would just melt. I just would like to have more options as far as empires to play and the abilty to keep adding more as they are created. Just a thought Other than that hello out there.
__________________
A Finnish Viking stuck in the Midwest for five generations.
Last edited by volsang; May 16, 2003 at 10:04.
|
|
|
|
May 16, 2003, 01:28
|
#28
|
Emperor
Local Time: 17:53
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
|
Quote:
|
8) Auto bombard. I took a city with 3 artillery in it, that I had bombarded for a few turns. Not once did they bombard me. I?m tempted to mod out bombard units since the AI seems totally incapable of using them.
|
This is the major advantage of the player in SP, though the AI will occasionally use artillery against your ships. I DO wish the AI would use their artillery when opposing units are within range.
Quote:
|
9) Passable AND impassable mountain types.
|
As an alternative, just use the Editor to make ALL mountains impassable. Period. The next game I play will have that.
Quote:
|
15) I?d love to see roads not automatically cross rivers. It would be great if bridges had to be built and wheeled units could not cross rivers except at bridges
|
Yes, rivers in this game are MAJOR rivers. Have to ferry across in boats if not bridged. I would like to have crossing rivers take extra movement points, at least.
Quote:
|
26) Only modern foot units should be able to be airlifted
|
You can easily mod this with the editor. I have made only mech inf airliftable. No tanks, panzers or modern armor.
|
|
|
|
May 16, 2003, 02:30
|
#29
|
King
Local Time: 00:53
Local Date: November 2, 2010
Join Date: May 2001
Location: Adelaide, South Australia, Australia
Posts: 1,451
|
My XP wishlist:
1) CIVIL WARS!!!!!
2) Much more diplomacy options, and a better UN (not just for diplomatic victory!!)
3) A revamped trade system, where you don't get punished for broken trade deals which aren't your fault, and which makes both embargoes and piracy of trade routes a reality!!
4) EVENTS!!!!! (Disasters sounds good, but I'd also like positive events, like mass immigration, Mercenaries and The Rennaisance!!)
5) More editor options: like being able to make units which have buildings as prerequisites; Improvements which make resources, Small/Great wonders which double the X effect of improvement Y, in all cities (with X being happiness, production, culture, commerce); Small wonders which count as improvement X in all cities; Improvements which generate resources and luxury inside the cities radius; ability to set improvements etc so that they give you negative production/science bonus (like an improvement which improves happiness, but costs you science, or an improvement which decreases pollution, but reduces production!)-just to name a few!
6) Being able to base your units in Allied cities (like in SMAC)
7) Future eras would be nice, but not essential to me!
8) Making the Capital MUCH more important than it currently is (partly related to CW in (1) above! Should be the true "Heart of the Realm" so to speak!
9) The ability to co-ordinate attacks on specific targets (cities, stacks, forts) with your allies (related to Diplomacy above)
10) Though I like culture-related borders, as a start point, I feel that borders should also be on the bargaining table in Diplomacy (again, related to Diplomacy options!!)
Well, that's pretty much all I can think of, for now!!
Yours,
The_Aussie_Lurker.
|
|
|
|
May 16, 2003, 08:57
|
#30
|
Local Time: 02:53
Local Date: November 2, 2010
Join Date: Nov 2001
Location: jihadding against Danish Feta
Posts: 6,182
|
A long time ago, Willem had a very good idea for the editor, and the news of a future XP make me repeat it, if the Friaxians are reading (unfortunately, the idea is relatively drastic, so I don't know if it is possible to adapt Civ3's code to match it).
The idea is to have a new dimension of corruption : general OR centralized. I.e, palace-centric corruption or not.
Currently, there is only one generalized corruption, and it is impossible to adjust the amount of corruption of a government form. That means, it is impossible to have a "rampant generalized corruption" in Theocracy for example, and "minimal generalized corruption" in Social Democracy or something.
The ability to adjust the level of corruption AND to tell if this corruption is palace centric or not would be a great addition IMHO
__________________
"I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
"I never had the need to have a boner." -- Dissident
"I have never cut off my penis when I was upset over a girl." -- Dis
|
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
All times are GMT -4. The time now is 20:53.
|
|