This thread is for general ideas and suggestions towards a civ style game.
I will start going through http://forums.civfanatics.com/showthread.php?t=421582 and organizing the ideas into the first few posts of this thread.
I'll be doing it slowly over time, so if you want to add any thing that isn't in that thread then just add it here.
GRAPHICS
MAPS
OVERLAY TYPES
TECHNOLOGY
TRADE
SOCIAL
EVENTS / SCRIPTING
UNIT
WORKER ABILITIES
AI
OTHER
I will start going through http://forums.civfanatics.com/showthread.php?t=421582 and organizing the ideas into the first few posts of this thread.
I'll be doing it slowly over time, so if you want to add any thing that isn't in that thread then just add it here.
GRAPHICS
- Higher resolution Leader Heads
- Multi Units
MAPS
- Terrain Layers/Overlays etc
- Visible trade routes
- Hex tiles.
- Multiple Maps ( Test of Time )
- Random maps
- At a deeper level it would be nice to give more parameters to the random map generator, like the vastness of resources, certain formations, average elevation level etc. A sensible parameterizing which terrain goes which longitude is also necessary so new terrain types won't be a problem.
OVERLAY TYPES
- Rivers: Wide rivers (navigable by river units), creeks.
- Roads: Paths, dirt roads, stone roads, paved roads, modern roads, freeways.
- Railroads: Train units only. Assignable movement rates.
- Canyons: a variation of Flood Plains.
- Variable appearance overlays that come and go: flowers, leaves (on grassland), parched ground (desert), floods.
- Weeds - grassland that hasn't been worked in a while, must be cleared.
- Scrub - appears on Plains that haven't been worked. Must be near water.
- Coastline counts as water.
- Bridges at road/river, road/railroad railroad/river railroad/mountain-mountain crossings. Era specific.
- Extra Large terrain: for landmarks like Mt. Everest, Sequoias.
- Buildable Fisheries (irrigation), Oil Rigs (mines) on coastal & sea tiles.
- "Oil Spill" Pollution
TECHNOLOGY
- Blind research
TRADE
- Able to pirate trade routes
SOCIAL
- SMAC Civics
EVENTS / SCRIPTING
- Civ2 style events
- Ability to add Python/Lua scripting
- Timed Graphics Events - In-game, timed graphics switches could be done with 'nested' folders.
- Seasons
- Day/Night
- City Screen and other interface changes.
- If at all possible, allow these kinds of things (and other stuff like radar towers and the like) to be scripted similarly, based on variables such as turn number, controling civ*, x tech researched by such civ, y improvement/wonder built**
- *(And maybe a previous/original controler civ could also be useful. For example, Greece is taken by Rome, the cities which were Greek could be specified to have a different city style to the Rome-founded ones, these cities are then taken by the Ottomans, and have a different artstyle for them compared to the Ottomans other cities. The Ottomans take Rome itself, though, and because there's no such scripting for it, it perhaps just becomes a "typical" Ottoman city).
- **e.g. Evil Giant Shield to block out the sun!
- *(And maybe a previous/original controler civ could also be useful. For example, Greece is taken by Rome, the cities which were Greek could be specified to have a different city style to the Rome-founded ones, these cities are then taken by the Ottomans, and have a different artstyle for them compared to the Ottomans other cities. The Ottomans take Rome itself, though, and because there's no such scripting for it, it perhaps just becomes a "typical" Ottoman city).
UNIT
- Require city improvements to be built
- Land and Sea units
- Worker Boats
- Fix the 'AI won't use land units' bug. Big problem.
- Add a "can't be stacked" flag for units.
- Amphibious units. Definitely.
- Change the 'enslave' dynamic, so that the defending unit decides what it will become if captured: slave, pelt, worker, etc.
- Add Charisma, or a flag that allows a unit to "flip" another. For Spies.
- Allow spy units to enter enemy cities to sabotage production.
- More 'Barbarian' variety, including 'random appearance' Flag, for units like tornadoes...
- "No Raze" Option, "Barbarians can capture cities" option.
- A "slows other units down" or "reduces other units visibility" flag could be used for fog, clouds.
- Perhaps a pop-up in the offensive unit's tab, which allows the enslave to be based on a unit v. unit basis? E.g. Celtic Swordsman defeats Thracian Peltast, gains Slave. Roman Legion defeats Thracian Peltast, gains Gladiator. Roman Legion or Celtic Swordsman defeat each other, both would gain Slave.
- Allow a unit to suffer health damage if is in such a tile. Could make, say, Russian Winters pretty scary (limited mobility in all allocated winter Russian tiles with blizards dishing out damage to unfortunate units within !)
- customizable visibility/movability/combat modifier settings for certain terrains
WORKER ABILITIES
- Sea tiles
AI
- parametrizing of AI usage of worker jobs/tile improvements
OTHER
- "Add Culture" option
- "Add city type" option