Thread Tools
Old February 15, 2000, 15:30   #1
raingoon
Prince
 
raingoon's Avatar
 
Local Time: 00:26
Local Date: October 31, 2010
Join Date: Aug 1999
Location: Los Angeles
Posts: 500
The Essential Civ 3 - New Ideas
SUBMISSIONS ONLY!

Here is where you submit YOUR ONE IDEA for the Essential Civ 3 list. Your idea will be given its own topic thread for debate/discussion.

Guidelines for New Ideas are "anything goes," so long as it is clear how the new idea will enhance the game in Civ 2 terms.

Good luck!
raingoon is offline  
Old February 15, 2000, 16:14   #2
DaveV
Apolytoners Hall of Fame
King
 
DaveV's Avatar
 
Local Time: 04:26
Local Date: October 31, 2010
Join Date: Dec 1969
Location: USA - EDT (GMT-5)
Posts: 2,051
Open source AI.
DaveV is offline  
Old February 15, 2000, 20:18   #3
LordStone1
Emperor
 
LordStone1's Avatar
 
Local Time: 03:26
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Rochester, NY
Posts: 5,127
Well-designed graphics (not horrible ones like in SMAC).
LordStone1 is offline  
Old February 16, 2000, 00:06   #4
yin26
inmate
Apolytoners Hall of Fame
Born Again Optimist
 
yin26's Avatar
 
Local Time: 04:26
Local Date: October 31, 2010
Join Date: Apr 1999
Location: This space reserved for Darkstar.
Posts: 5,667
Detailed replay, both visually and in written form (hopefully a natural language play-by-play).
yin26 is offline  
Old February 16, 2000, 00:28   #5
EnochF
Prince
 
EnochF's Avatar
 
Local Time: 00:26
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Seattle, WA
Posts: 610
Easy transition from Cities to Regions for mid- to late-game play. Based on government. Incorporation of Region Capitols, region-wide improvements, and cultivation of resources inside region boundaries.
EnochF is offline  
Old February 16, 2000, 03:58   #6
Grier
Warlord
 
Local Time: 08:26
Local Date: October 31, 2010
Join Date: Feb 2000
Location: of Sheffield, England
Posts: 232
You should be able to custom design units, adding different weapons/armour/transport, and also be able to upgrade a unit at any city with a barracks.
<font size=1 face=Arial color=444444>[This message has been edited by Grier (edited February 16, 2000).]</font>
Grier is offline  
Old February 16, 2000, 04:22   #7
Tiberius
PtWDG LegolandCivilization III PBEMInterSite Democracy Game: Apolyton TeamCivilization IV CreatorsC4DG Sarantium
Emperor
 
Tiberius's Avatar
 
Local Time: 10:26
Local Date: October 31, 2010
Join Date: Jan 2000
Location: Europe
Posts: 4,496
Beautiful, animated, 3D - CITY VIEW !!
Tiberius is offline  
Old February 16, 2000, 05:32   #8
FinnishGuy
Warlord
 
Local Time: 10:26
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Finland
Posts: 201
Make the graphics move fast. No slowdowns, none, no matter how many units or cities or whatever graphics items are on screen. FAST, get it? Thanks.
FinnishGuy is offline  
Old February 16, 2000, 05:39   #9
Hugo Rune
Guest
 
Posts: n/a
A fully-featured separate scenario-editing program with an easy-to-use interface, a scripting language, editable graphics and settings (untis, technologies, etc.), and full documentation in the form of both a manual and a good help file.
 
Old February 16, 2000, 19:28   #10
yin26
inmate
Apolytoners Hall of Fame
Born Again Optimist
 
yin26's Avatar
 
Local Time: 04:26
Local Date: October 31, 2010
Join Date: Apr 1999
Location: This space reserved for Darkstar.
Posts: 5,667
...moving up...
yin26 is offline  
Old February 16, 2000, 19:37   #11
Seeker
Emperor
 
Seeker's Avatar
 
Local Time: 03:26
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Yongsan-Gu, Seoul
Posts: 3,647
To really borrow and take a look at other quality strategy games like Imperialism for trade and diplomacy, Warlords 2 Deluxe for scenario editability, ect. is my most important suggestion
Seeker is offline  
Old February 17, 2000, 00:44   #12
Dr Strangelove
Apolytoners Hall of Fame
Emperor
 
Dr Strangelove's Avatar
 
Local Time: 04:26
Local Date: October 31, 2010
Join Date: Dec 1969
Location: USA
Posts: 3,197
Real combat screens:
For each battle the computer generates a de novo map that rflects the terrain of the areas around the point of contact. The units from the strategic map would be broken down to smaller units deployed in the battle map. This would work well in conjunction with custom made units, i.e., you would decide how many infantry brigades, cavalry brigades and artillery brigades to put in your armies. The player would manuever, attack, and defend with his units.
Dr Strangelove is offline  
Old February 17, 2000, 06:03   #13
raingoon
Prince
 
raingoon's Avatar
 
Local Time: 00:26
Local Date: October 31, 2010
Join Date: Aug 1999
Location: Los Angeles
Posts: 500
Grier --

You already nominated Hex Based Maps as a new idea. Only one nomination per category. Which do you want to nominate?
raingoon is offline  
Old February 17, 2000, 06:06   #14
raingoon
Prince
 
raingoon's Avatar
 
Local Time: 00:26
Local Date: October 31, 2010
Join Date: Aug 1999
Location: Los Angeles
Posts: 500
Seeker --

Borrowing from other games is not a new feature. Sorry if that wasn't clear. Can you be more specific -- which of those other game features do you want to see?


current up to this post
<font size=1 face=Arial color=444444>[This message has been edited by raingoon (edited February 17, 2000).]</font>
raingoon is offline  
Old February 17, 2000, 07:06   #15
Tiberius
PtWDG LegolandCivilization III PBEMInterSite Democracy Game: Apolyton TeamCivilization IV CreatorsC4DG Sarantium
Emperor
 
Tiberius's Avatar
 
Local Time: 10:26
Local Date: October 31, 2010
Join Date: Jan 2000
Location: Europe
Posts: 4,496
In my opinion, we should combine LordStone1 and FinnishGuy proposals and send this very clear message to Firaxis: Well-designed AND fast graphics! (poor Firaxis). Of course, only if they both agree with this.

Tiberius is offline  
Old February 17, 2000, 09:13   #16
FinnishGuy
Warlord
 
Local Time: 10:26
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Finland
Posts: 201
Sure why not combine the proposals, but I prefer word order "fast and well-designed".
FinnishGuy is offline  
Old February 17, 2000, 10:38   #17
Dobermann
Guest
 
Posts: n/a
well..
Nativepop/CIVilans
..either one is fine for me
 
Old February 17, 2000, 15:04   #18
raingoon
Prince
 
raingoon's Avatar
 
Local Time: 00:26
Local Date: October 31, 2010
Join Date: Aug 1999
Location: Los Angeles
Posts: 500
Dobermann,

What language do you want to use for the nativepop/CIVilians idea? (I posted on the CIVilians idea myself recently -- are you referring to that?) I just need to know how you think this idea should be described so others will understand... - raingoon
raingoon is offline  
Old February 17, 2000, 15:08   #19
raingoon
Prince
 
raingoon's Avatar
 
Local Time: 00:26
Local Date: October 31, 2010
Join Date: Aug 1999
Location: Los Angeles
Posts: 500
Lordstone1 -- okay to add your idea into Finnishguy's nomination?

raingoon is offline  
Old February 17, 2000, 15:46   #20
Dobermann
Guest
 
Posts: n/a
AH, then I say..
Include a virtual population with its own agenda/needs/desires
is that good enough?
 
Old February 17, 2000, 16:56   #21
bcr3
King
 
Local Time: 03:26
Local Date: October 31, 2010
Join Date: Aug 1999
Location: The Glorious People's Republic of Off-Topic
Posts: 1,347
OK, with all these micromanagement suggestions, let me throw out one a suggestion to make certain they don't take over the game...

Instead of Chieftain, Warlord, etc. being governed by progressively tougher AIs, have each level include more advanced features. For example, Chieftain would be a lot like Civ 2, with just a few new concepts (such as, perhaps, the LASS system) and using the new interface. Deity would include all the new features: regions, battle maps, customizable units, civilian population with its own agenda, etc., etc., etc.

I make this suggestion because I am quite fond of designing scenarios, and many scenarios would not be able to handle so many complicated features. For example, if you were playing a scenario based on an alien invasion, do you want to deal with domestic problems? Of course not, the great premise of sci-fi is that if the Earth were invaded, we would all band together, right? So if you want to keep that mood, you would play the scenario on Chieftain or Warlord level, whereas if you wanted to get a more realistic experience, you would play Emperoro or Diety.

OK, that suggestion only applies if they decide to include all this micromanagement stuff, but that's my contribution to the pot.

------------------
Anarchist Supreme of the Glorious PROT!
Chief Justice of the Supreme Court of the Audentior Independant Nation.

Frank: "You live at Apolyton, don't you?"
bcr3: "Pretty much."
bcr3 is offline  
Old February 17, 2000, 18:22   #22
waynehead
Prince
 
Local Time: 08:26
Local Date: October 31, 2010
Join Date: Nov 1999
Location: Durham, NC
Posts: 343
The ability/option to create provinces or states within an empire after a certain threshold, and both penalties and bonuses for doing so.
waynehead is offline  
Old February 17, 2000, 19:45   #23
Seeker
Emperor
 
Seeker's Avatar
 
Local Time: 03:26
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Yongsan-Gu, Seoul
Posts: 3,647
OK. Scenario Editor then.
Seeker is offline  
Old February 17, 2000, 21:25   #24
Aurelius
Prince
 
Local Time: 08:26
Local Date: October 31, 2010
Join Date: Dec 1999
Location: San Francisco
Posts: 428
A universal log editor for not just OCC (One City Challenge,) but any civ game.

To elaborate just a bit, I would like to see a Civ3 feature that provides a turn by turn summary of the game events that can be edited as fits the player's need--example:


OCC Game
3500 BC Alphabet
3400 BC Hut-50gd
.
.
.
20 AD Contact-Romans
.
.
.
1645 AD Ship Arrives in Alpha

Making logs in multicity games is too complex but a computer could do it trivially and players could compare games as well as analyze play....

The use of logs is very good in competition as any good game must have a way of being recording.

Aurelius


Aurelius is offline  
Old February 17, 2000, 22:27   #25
Theben
Deity
 
Theben's Avatar
 
Local Time: 04:26
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Dance Dance for the Revolution!
Posts: 15,132
Moderators get to pick two, right?

'cuz I'd really love to see both LASS/CLAS-D combat used and see espionage/diplomatic missions as opposed to units. Also just about everything from don Don's original SUPPLY, MOVEMENT, etc. posts. Okay that makes three.

If I have to settle for one I'll pick the combat.

------------------
Theben
Co-Moderator of the Civ3 Forums


Theben is offline  
Old February 18, 2000, 04:31   #26
raingoon
Prince
 
raingoon's Avatar
 
Local Time: 00:26
Local Date: October 31, 2010
Join Date: Aug 1999
Location: Los Angeles
Posts: 500
Seeker, scenario editor already nominated. Care to add to that thread by seconding and nominate another idea?

Theben, could you be a little more descriptive about what combat your talking about?


(Korn469, aside from where I've asked for clarification, this thread is current up to this post -- she's all yers!)
<font size=1 face=Arial color=444444>[This message has been edited by raingoon (edited February 18, 2000).]</font>
raingoon is offline  
Old February 18, 2000, 08:23   #27
Zanzibar
Chieftain
 
Local Time: 08:26
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Timisoara, Romania
Posts: 43
Introduction of Tourism in the game.
Certain buildings (obsolete Wonders, "World's Biggest"-s, museums, hotels, casinos, "Disney Land"-s, etc), some natural resources (for example: wine, snowy mountains), natural wonders, a good reputation, a well-developed infrastructure and ...(I don't know what else, I'll wait for your ideas), to generate extra money: tourism gold.
Zanzibar is offline  
Old February 18, 2000, 08:35   #28
Adm.Naismith
King
 
Adm.Naismith's Avatar
 
Local Time: 09:26
Local Date: October 31, 2010
Join Date: Oct 1999
Location: Milano - Italy
Posts: 1,674
Simultaneous turns of play - During a turn, every AI and human player place his/her/its order, (dynamic as movement or attack, to alert as counter fire or sentry or simply building & management). When every player end the turn the computer (as a "game master") put in effect and resolve every order. Units in movement can fall in ambush, defensive units (if alerted) react to attack more realistically, fighter scramble, nuclear MAD, etc.
You can see all this happening as a continuos animation (computer zooming here and there without the loss of general scenario).

Some rules are needed to resolve conflicting orders (you can't fund adiacent city by different settler, can't end same Wonder in two different cities, etc.) but you can have a better use of time (better multiplayer support, not PBEM), and some mix of TBS and RTS strong points.

------------------
Adm.Naismith AKA mcostant
Adm.Naismith is offline  
Old February 18, 2000, 09:59   #29
Matthevv
Chieftain
 
Local Time: 08:26
Local Date: October 31, 2010
Join Date: Mar 1999
Location: Crawley, W.Sussex, England
Posts: 85
Rise and fall of empires. As your empire expands, it should be increasingly likely to be split by civil war, rebellion, etc. In the end all empires would disintegrate, and you would have to start again to try and build a new one.
Matthevv is offline  
Old February 18, 2000, 14:44   #30
Steve Clark
King
 
Steve Clark's Avatar
 
Local Time: 02:26
Local Date: October 31, 2010
Join Date: Oct 1999
Location: Colorado
Posts: 1,555
To be able to PAUSE during the AI moves. Sometimes when the AI is attacking (in CivII), battles go by very quickly and then the map jumps to another battle or to move somewhere. By pausing after each battle or move (perhaps an optional dialog box with a continue control?), the user is better able to determine what the AI is coming at you with.
Steve Clark is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:26.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team