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Preview: 1BC Civ Forums / Civilization III Discussion / CivIII Expansion Chat & Suggestions

1BC Civ Forums / CivIII Expansion Chat & Suggestions / Civilization III Discussion



1BC Civ Forums



Last Build Date: Mon, 20 Nov 2017 18:58:41 GMT

 



Can A Game Be Necromanced?

Sat, 28 Jul 2012 17:57:31 GMT

Well it only took 4 days for the CIV III disc to arrive here from Niagra Fall, NY. Brand new condition. I have to say I am much pleased. But haven't loaded it yet. I am pleased because what I thought was going to be just CIV III GOLD, came also with CIV ROME in a bonus 2-pack. I have not played that yet. But it seems to be right up my alley in more specific city building. (Disc only, no manuel) I'll guess I'll see this evening. It all resides on one disc. :ermm: Now either I'm about to be greatly dissapointed, or they are getting real good at using disc space. I remember the original CIV III came in a three disc set. Crossing my fingers as I place the disc in the.....ummm...maybe not. It's cracking thunder here and just started pouring. I think I'll wait out the obligatory power outage. :P



ATTENTION ALL CIV III PLAYERS!!

Sat, 12 Aug 2006 18:30:56 GMT

I have heard rumors of a new release of civ III. Whether it'll be another full-blown expansion pack or simply a load of fan content, a platinum edition, as some have said, is still under debate. Here's a thread at civfanatics discussing it.

http://forums.civfanatics.com/showthread.php?p=4395582#post4395582

Everyone, quick! Email the producers and badger them to create a new expansion! This could breathe new life into the game and allow mod creaters greater freedom to create scenarios if it actually comes to pass!



Expansion or or CivIV?

Wed, 08 Apr 2009 09:45:58 GMT

Would it be better for me to get the expansion or to get CivIV?



liberation

Mon, 20 Dec 2004 19:39:13 GMT

id like to see city liberation between allies and maybe occupation forces rather than outright city cature!!by this i mean while at war any citys you take while they give resistance wouldnt be under control of the conquring civ but instead occupied by there forces without the culture borders after all the civs lost a city not its identity. but when peace is made if the attacking side wins then they claim there city an can use it normally.taking ww2 for example!germany takes paris an so is occupied but teh british/american allies take it back! now in civ paris is british/american but really its a french city an should become french! your allies shouldnt gain your land just cause you lost it first (how many times have you lost a city an had an ally take it back before you could get a guy there - to often)no ofcourse when britain/america an rusia beat the germans we also gave germany back there lands (sort of) this too was an could be occupation where tehy rule themselfs but are generally under your control after the surrender!so the extra option should be there for make peace an keep gains or surender an suffer occupation for a while untill you become a nicer world civ.maybe i havent explained this the way im thinking but im sure someone will understand



War weariness and troop morale

Sat, 06 Aug 2005 00:14:32 GMT

A couple thoughts or crazy ideas. 1)War weariness. How about having war weariness more of a problem if the war is going badly.? Casualty lists, cities lost, how about some reports from your domestic or military advisors? This might even start to influence the behavior of troops in the field. With massive troop losses or cities being lost, your troops' morale might begin to suffer and their performance in subsequent battles might reflect that.2)An option in battle where you can surrender a unit or city. Possibly to allow units to retreat or to leave a city intact.



No More Penny-Counting!

Sat, 16 Jul 2005 15:26:22 GMT

I do hate it -HATE it- that during negotiations there is no optimize button to find out how many pennies will be just enough to satisfy the other party... Oh, this deal is [I]almost[/I] enough for ye? Great! How about if I add 10 gold? No... 20? No... 35 then? No? Okay okay, 60! Yes? Hmmm, maybe 50... yes? Et cetera ad infinitum... Grrr... :mad: It interferes with a stream-lined game experience... It is mind-numbing... It is silly... Do end it, please...



Weather

Wed, 13 Jul 2005 10:14:27 GMT

One thing I would love to see added to Civ IV is something that takes into account the effects of weather. As someone who lives in a hurricane-prone area, I can say with certainty that weather has a profound effect on our civilization, and this would add a tremendous level of realism.



Difficulity level production advantage

Sat, 17 Sep 2005 07:55:40 GMT

In my opinion the production advantage of AI players concerning the construction of great wonders on the highest levels should be handicaped, because it disturbs the gameplay. It makes the feature of wonder race inaccesible to you, because no matter how good you are, on Deity and Sid you can't construct any great wonder in ancient times, if you don't have a leader accidentaly available. Though you can win through other measures, it makes the game poorer. The difficulity could be trimmed by many other measures, am I right?Moreover I think that all civs should get some little production bonuses when constructing wonders that corespond to thier traits. This would prevent situation where the two-three biggest civs can grab all the wonders of the world without much effort in later game.



Rights of Passage

Mon, 13 Jun 2005 14:03:16 GMT

Ok what about a feature which allows you to come to an agreement with an AI civ that allows one or the other (or both) of you to utelise a [i]specifically defined area[/i] of territory. So you don't just have the black or white issue of "stay the hell out of my land" or "yes, why don't you come and clog up all of the vital transport routes in my civ just because I wanted to pass through some bottle neck you hold!" :mad:. You would then be able to designate a certain area of your territory or request a certain part of say one of your allies' territory to be allowed to pass through, I think this kind of breakdown would be a fantastic improvement to the diplomatic aspect of dealing with other civs. This all or nothing situation as it stands is a pretty awful feature for me.edit: and on the subject of the possibility of AI civs blocking your routes, I think if you ally with someone then you should absolutely be able to move through each others units without being blocked. :(



WLTKD messages...

Wed, 07 Sep 2005 14:08:59 GMT

It would be nice if it were possible to switch off all irritating stuff... It's great that you can turn off pop-ups that you need an Aqueduct... It would be greater if you could also turn off all those WLTKD messages... It isn't much fun to lose one luxury and get 50 messages saying that WLTKD got cancelled, and then after reaquiring the luxury to get 50 pop-ups saying it's party time again...



Units and allies

Mon, 18 Jul 2005 17:42:32 GMT

These troops are my troops, those troops are your troops... And when we're allied, they still can't work together.And yes, your special troop is a mercenary. And no, you can't hire any other mercenaries.So how will this be in CIV? Place your bets! ;)



Gunpowder domination!

Fri, 15 Jul 2005 14:55:41 GMT

I'm really curious how this will play out in cIV.In civ1 when gunpowder came around, there wasn't much of a power shift. Ya a stronger unit, but really them old catapults and chariots had a decent chance of taking em down anyway. It was a defensive/offensive step up, but nothing big.In civ2, the musket brought a whole new way of warfare. They were the first units to receive a hp and firepower increase. Meaning any combat prior would take 3 'hits' (civ2 combat was a bit different but the idea is simular) to kill a unit. WHen the musket comes, any unit attacking the musketeer would need 4 hits to kill the musket, but could only take 2 hits from the musketeer. Even units that had a higher strength then the musketeer, the musketeer would often win because of this hitpoint and firepower advantage. Every unit in the game up until that point is dwarfed by the musketeers sheer power in both offensive and defensive campaigns. Knights and crusaders (well, crusaders to a lesser degree) were less effective in both offense and defense compared to the musket. Summary... Musketman > knights, crusders, pikemen, archers, phalanx, warriors, and legions (equiv to swordsmen). They weren't invincible by any means, but they dominated the battlefield by a long shot when they came out and send alot of units into obscurity.In Civ3, the musket is an upgraded pike and not much else... The introduction to gunpowder on the battlefield is pretty minimal at best with the majority of strength remaining with medieval units instead. Infact, the musketman represents the greatest price increase with the lowest increase in physical stats (I'd prefer 2 pikemen rather than the 1 musketman for the same price). In Civ2, muskets would have a slightly better chance of defeating pikemen than the knight would... In civ3, somehow the pikeman remain exceedingly effective at defending vs musketmen (bullet deflecting pikes maybe?). Pretty much the effectiveness of gunpowder is back to civ1. Dragoons and modern cavalry were developed as it was realized that heavily armoured knights stood little to no chance vs these weapons... Somehow this step got ignored in civ3cIV... Think there will be a move back to display the effectiveness of gunpowder?



Do you understand the Inca's??

Wed, 13 Jul 2005 05:53:38 GMT

Even better, when you click on a unit, it will respond in the language of your selected region, so it would be cool to know Mandarin if you choose to be Chairman Mao as the leader of your Chinese civilization. This feature really validates the concept of the game in the development of world history, as multiculturalism and the many languages of Earth are often overlooked in games targeted at North America. Who knows, maybe by the time Civ IV is released, it will also include a little tutorial to teach you what each unit is saying and how to say it.Found at [URL=http://www.civfanatics.com/]civfanatics[/URL]



Right of Passage Strategy...

Sun, 10 Jul 2005 06:40:21 GMT

I've been reading into the future cIV game, and what strikes me as interesting is that the AI will be required to respect your territory or declare war. Needless to say this throws in another concept of strategy play. Figure the scenario in which you can block off a huge continent from the AI by building a line of cities to block land access without crossing your borders. Something very interesting considering you can effectively take advantage of settling an entire land mass without AI involvement ... or until they build galleys or whatever unit that will be the first transportable ship.



Civ II Aspects Resurrected

Thu, 17 Mar 2005 03:05:06 GMT

I'd like to see a couple apsects from Civ II brought back for Civ IV;1. The video clips that play when you have finished building a wonder. I really liked those, and they added a feeling of 'realism' to the game. I also want to see them longer in duration, at least 30 secs.2. The return of the life-like visual and sound FX from nuclear strikes. The nuke FX from Civ II are rather chilling, whereas the FX on Civ III are pale in comparison.



Civfanatics compilation

Fri, 03 Jun 2005 06:37:01 GMT

Here you can find a detailed overview of the Civ IV approach. Quite a lengthy read, but worth it...[URL=http://forums.civfanatics.com/showthread.php?t=108315]Prerelease information[/URL]



cIV Suggestion...

Thu, 30 Jun 2005 06:56:06 GMT

I think that the new cIV should include an option where the player can choose to create a world dominated by land rather then water. This could be like the pangea option but without any oceans, only lakes you could say [i](which do not expand from each side of the map)[/i]. This would mean that land is more along the lines of 80% and would make it focused on more land expansion and land military development. I thought it would be an interesting option since the AI hardly use their options at sea. Any comments on this idea?



Civil disorder

Fri, 29 Apr 2005 11:15:47 GMT

Usually when a city changes to having more unhappy citizens than happy, it pops up a screen with 3 options: 1. don't worry, 2. give entertainment, 3. zoom to city.Sometimes option 2 is missing and I have to zoom to city and give entertainment manually. This slows me down.I'd like to always have all 3 options.



Theocracy

Thu, 08 Jan 2004 04:38:28 GMT

How about a theocratic form of government. We would really appreicate it. We sort of had it in CIV2 with Fundamentalism so can we get it back?



Reputation

Thu, 28 Apr 2005 10:34:11 GMT

Two things related to reputation.1. I'd like a warning before I do something that will hurt my reputation.2. I'd like a screen to view the reputations of myself and all other civs with details of what was done to arrive at that reputation.I often find myself accused of something I don't think I did. For example, someone won't grant me a right of passage because they say I violated one with another civ earlier. I don't remember doing that. I never intend to do that.



View current diplomacy

Thu, 28 Apr 2005 10:36:56 GMT

When a civ comes up during their turn and offers me something, sometime an alliance, etc. I'd like to be able to view the current diplomacy situations with all civs. I may want to accept the alliance against a civ but don't know if I still have 3 turns left on my peace treaty with them or perhaps I want to know who they are allied with before jumping in.



Palace View, should it stay?

Tue, 28 Dec 2004 20:12:10 GMT

What is the point of the palace view anyway? I think that either it should be taken out or given some reason. Maybe it could determine certain cultural aspects of the game. Depending on what culture you choose from will give higher or lower cultural points towards certain city improvements or something. It's a fun aspect but really has no practical use right now.



Venice

Fri, 22 Apr 2005 16:11:40 GMT

What if you could build cities like Venice, Italy, only instead of in a river ,in the ocean or sea.



espionage

Sat, 19 Mar 2005 18:05:28 GMT

Frankly, the civ3 espionage is crap. In this, you would be able to have multiple spies. Here we go; this is kind of longwinded (at least for me)Basically, you would start out by hiring one of three types of spies: national, mercenary, and then a third kind that originates in the target. The differences:National may not be as effective, but will be cheaper and less likely to turn traitor (see below).Mercenary will be expensive, good, and slightly more likely to turn.The third kind will be in between the first two in terms of cost, will be also very good (seeing as he was born there), but will have a high likelihood of turning.The AI will have same options.Traitoring:In order to turn someone into a traitor, you must pay them off either more than they have (to get them to stop functioning) or equal (to turn into a double agent). If they are a double agent, the same one is in both nations’ pay.Discovering:Your spies can be sold out by another countries agent, or just accidentally blow their cover. If it is not public, and the government finds out, they can eliminate the spy, pay him off (see above) or decide to watch him. The differences:Elimination:This gets rid of him altogether. He is, of course, no longer able to send reports (duh :P!). However, the AI (or other human) will then know you know of their activities, and will possibly be more secretive, making it harder to find the other spies.Watching:This means you set someone to watch him, and hopefully keep him from snooping on his own. If they do really well, they can make sure he sees only what the govt wants him to see, including false reports. However, there is a chance (which increases with lack of exp and vice-versa) that he will still be able to operate, albeit at a lower level.When a spy is caught, then the AI may choose not to execute him, and instead buy him off.Lastly, a few last things. Better options and no need for an embassy. I think that’s all, as I haven't written anything down until now.



Mass worker instructions

Fri, 22 Apr 2005 10:02:12 GMT

Especially when I get steam power and start building railroads I get stacks of workers all together and want to tell all 30 of them to build a railroad from city 1 to city 2 then a few turns later I want to tell them all to build from city 2 to city 3. This is time consuming.It would be nice to be able to indicate that a command should apply to all workers in the stack. We can do that for moving to a location, but not for building.



Sid Meier's Civilization IV Powered By Gamebryo

Thu, 17 Mar 2005 11:19:12 GMT

[QUOTE] March 14, 2005 - NDL, the leading independent developer of 3D graphics technology for the computer and video game industry, today announced from the 2005 Game Developers Conference (GDC) that its GamebryoÒ 3D graphics engine and toolkit is being used by Firaxis Games in the creation of Sid Meier's Civilization IV®. Firaxis is expanding its relationship with NDL based on the company's recent success using Gamebryo in the development of the critically acclaimed Sid Meier's Pirates!(R) "Gamebryo is the technology that enables our development team to create the stunning graphics and outstanding gameplay that have become the hallmark of our titles," said Sid Meier, director of creative development at Firaxis. "Gamebryo provides a flexible graphics engine and comprehensive set of tools for special effects and shader support that bring that extra level of polish to our games." Using the Gamebryo graphics engine, Firaxis will deliver new 3D graphics, advanced multiplayer gameplay and stunning new features to the next iteration of the Sid Meier's Civilization series. To be published by Take-Two's publishing label 2K Games in late 2005, Sid Meier's Civilization IV® will continue its great design and award-winning originality while adding new challenges and game-play experiences. "Firaxis' decision to use Gamebryo in Sid Meier's Civilization IV® marks the beginning of a very exciting 2005," said John Austin, president and chief executive officer of NDL. "Sid Meier's Pirates!(R) is one of the best looking Gamebryo titles to date and we are excited to further develop our relationship with Firaxis. By developing titles in two different genres with two completely unique graphic environments, Firaxis continues to demonstrate the versatility and flexibility of the Gamebryo engine." A wide range of genres, visual styles and platforms are represented in Gamebryo-powered titles created by top-tier developers and publishers. Current and upcoming titles include Sid Meier's Pirates! for the Xbox, developed by Firaxis and published by Atari; Empire EarthÒ 2, developed by Mad DocÒ Software and published by Vivendi Universal Games; Freedom Force vs. The Third Reich, developed by Irrational Games and published by Vivendi Universal Games and Imperator, developed and published by Mythic Entertainment. [/QUOTE]Looks decent. Anyone have more experience with this engine?



Mines

Fri, 01 Apr 2005 17:29:46 GMT

A post i just readmade me think of this. Instead AI coming through territory, like they own the place why not have mines that blow on contact and maybe sea mines. ;)



Strategic Resources/Luxuries

Sat, 19 Feb 2005 09:13:39 GMT

I've given this quite a bit of thought and have come to the following conclusions.Horses should be a strategic resource until your civilization discovers mechanized warfare. Once you have mechanized warfare horses should become a luxury.More Metals should be included in the Resources. To have a Bronze Age you will need copper and tin. If you have both tin and copper you should be able to research (new tech)Smelting which would lead to bronze production and then on to Iron working.Marble should be a Strategic Resource for construction until say the Renaissance era when it becomes a luxury.Silver as well as Gold should be included. Both can be used as a Luxury (jewellery) and as a strategic resource (can't think of any examples of this offhand but I'm sure there are some).Saltpetre should be a Strategic resource until the advent of Rocketry at which point it would become a luxury (fireworks).I'm sure there are many other things that could be added to this list but it's just a few thoughts to share with you.



AI quest

Tue, 05 Apr 2005 09:29:08 GMT

I think this is the main reason why civ is not really like the real world(example: you finish the tech tree as early as the 13th century!) is that the AI eternal quest is Techs... that is wrong... What really mattered to people is MONEY! still does, people will invest in sciece [I]mostly[/I] if theres a profit to be made, (the exception is NASA and similer agencies, but they have a secret aganda to them, Kendy(sp) is so remmembered because A)he got murdered and B)he got the US to the moon, and by that winning the {real} space race, and if this is not a political agenda i dont know what is...)But then we will have a problem, you will go for techs and he will go for money by 500 BC you'll win (panea small world) the conquest because he wil fight with worriers and you will have cannons! this is easely solvebale by simply drasticlly adding the uses for money (maybe even "personall+nobal staticefaction ;) ) but also force the AI to continue on at least a basic lvl of thechs or maybe even make him need to try and keep up with the strongest civ (need is the mother of invention). so when you get med infantry he will be forced to kick science lvl and this will creat periods if "arms race!" which are very much missing...so what do you think?



New idea for tactical diversity

Tue, 18 Jan 2005 05:27:23 GMT

I had a thought about the way to prevent the unit stacking mass attack my suggestion is that if a unit/stack of units is completely surrounded by an enemy it surreneders (providing the surrounding units out number the surrounded unit(s)). The captured units would then be down graded to conscripts and join the attacking nation. The only time this would not occur is if the unit/stack of units contained an army or great leader as there command skill gives their men the will to fight to the death.I think this would totally change the way wars are fought and this would give new challenges - only thing is the AI would need to be educated on how to use this feature.



More diplomacy please

Mon, 14 Mar 2005 01:33:02 GMT

Just a couple ideas for expanded diplomacy:1) Intervention: Just like in SMAC* you could ask another civ to make peace with another rival it is at war with.2)UN resolution: Once the UN is built allow players to call a vote on ending wars that if approved would result in sanctions (ie. embargoes) for the civilization that does not comply with the call for peace.*Sid Meier's Alpha Centauri



More update

Thu, 24 Mar 2005 16:51:17 GMT

recently got my April GI, and they included a preview of Civ4, with some new stuff. here goes anything i hadnt seen before:[QUOTE] ...With new units, tile improvements, added resources to master, and 19 civs playable, Civ IV offers loads more to do than ever....Religion, once researched, will spread through your lands and offer myriad tools to control your people more effectively and keep them happier. At some point, you'll even be able to create Great Prophets [probably the same as the 'Great People' mentioned in the PCGamer Jan. issue] to act as immortal icons to the devout. Moving up the tech tree will also unlock Civics options like freedom of speech and slavery, which will have far-reaching consequences for your entire domain....and Firaxis claims that mods up to and including full conversions (image making a sci-fi RPG with the Civ IV engine!) will be possible....Civ IV should easily sit atop the turn-based strategy heap. [/QUOTE]



Science splitting?

Sun, 20 Mar 2005 15:59:52 GMT

Ok, this is a little revolutionary, so I will not be surprised if it is rejected, just try to Keep an open mind:The civ tech tree is a great idea, it works wonderfully! It covers the important expanse of human development and the milestones of military and wonders.Yet it lacks, it lacks a lot of lesser developments, and even ones that simply had no place. Astrology, Gem cutting, Agricultural revolution, Glass Working, Concrete, Architecture, Anatomy, Rock Foundations, Gambling, City Planning, Sewer, Cellular Phones and undersea mining are but a tiny sample of the missed developments we have accomplished. Many have tried to battle this by adding more techs, more wonders and more units, which ultimately lead to RAR. RAR covers it all but anyone who played it knows it is to much, in other words: "to many cooks spoil the soup".I personally thought about ways of countering it, and came up with a new way to build the tech tree:It starts with the main discovery, which opens up a list of "semi-techs"Lesser techs which hold new city improvements and rarely units, usually they contain an immediate effect on the game. Each of these holds a research "beckon" number (just like any tech), yet here you can isolate a city and order it to research this semi-tech, or just stop normal research and concentrate on milking the newly discovered tech. For example:Iron Working-Smelting of Gold (shows gold)-Smelting of Silver (shows silver- bonus)-Cast Production (adds offence of units, better more accurate weapons)-Glass Working (shows glass- bonus)Mysticism-Astrology (ability to build ancient planetariums, these were very important in ancient times!)-Ancestral spirits (don't know any suggestion?)-Religious Leaders (ability to get religious leaders from religious techs, wonders)-Prayer locations (build shrines)Economy-Gambling (build casino)-Tourism (build hotel, start getting money from wonders)-Fines (lowers corruption, raises income by X)-Labor Unions (build labor unions)-Statistics (don't know, but its very important!)ok, if you want more examples ill happily supply (I'v got a list :) ),and what do you think?



Natural Disasters

Sun, 09 Jan 2005 16:51:08 GMT

I think there should be Natural disasters like Tsunamis,EarthQuakes and other stuff and that you will be able to give aid to a civilization that got attacked.



Morphing Icons

Sat, 12 Mar 2005 07:08:09 GMT

I am in a game right now in which the infamous super spearman just defeated one of my tanks. I know this has been discussed ad nauseum on these boards, but I would like to suggest agains something I mentioned some time ago -- morphing icons.I have no problem with spearmen remaining in the game up thru the Medieval period. But, I think their icon should morph into some sort of militia or gendarme unit once the Industrial era is reached. That way, you have a semi-modern-looking icon confronting tanks.Note that the morphing unit would remain a 1-2-1 in strength and mobility, but just appear differently in the game.I also think we could do the same thing with horsemen and cavalry in the Modern era. These could morph into light armored car units, or something of that nature.I am guessing that the one exception to all of this would be UUs. So Zulu impis and Viking bezerkers could remain in the game until 2050. But, atleast the spearmen and archers would be "gone."



Civ and 4th Generation Warfare

Sat, 12 Mar 2005 06:17:54 GMT

Warfare as depicted in civ now is 1st or at best 2nd Generation. cIV would be superb if it could include 3rd and 4th generation warfare as you imporve your technologies.It was that superb military thinker, Bill Lind, who first coined the term "4th Generation Warfare." Here is how he divided up each warfighting level.1st Generation Warfare was linear with very tight command and control (C2). This was seen in classical warfare up through the smooth-bore musket. The principal goal was to physically destroy your opponent's army.2nd Generation Warfare was also linear, but added communications to command and control (C3) which allowed for some decentralized execution of orders AND indirect artillery fires. Still, the principal purpose was the physical destruction of your enemy's army.3rd Generation Warfare (also known as maneuver warfare or blitzkrieg) was no longer linear and relied upon highly decentralized C3. Smaller units moving deep into the enemy's rear areas were the key to victory -- not standing toe-to-toe to smash their armies physically. In 3rd Generation warfare you are seeking to cut off and paralyze your enemy's army.In cIV this 3rd Generation Warfare could be emulated by incorporating the supply rules I've discussed elsewhere on these boards. Units having no supplies could not move or attack and would simply wither and die after X number of turns out of supply.4th Generation warfare represents the ability to shatter the socio-political cohesion of your enemy without having to first engage and destroy his armed forces. This is how terrorism works, by the way. But, it is also how information warfare functions as well.cIV could emulate this by permitting you to build terrorists and psyops units (in the modern era only) which could be used to cause riots and even convert citizens to guerrillas who would appear as units in the area controlled by the civ causing the disruption.Terrorists or psyops units would move by stealth (similar to the spy in CIV II or the assassin in Conquests) and be able to attack an enemy city. The attack would not be physical but moral, with each successful attack causing a content citizen to become discontent, or a discontent citizen to openly resist the controlling civ.A citizen that is in open resistance for more than one turn would have the possibility to disappear from the city and appear as a guerrilla unit in the area controlled by that city. Guerrilla units could then phsyically attack the city and -- if they win -- either become a rogue city (remember the cities controlled by barbarians in Civ II?) or join the civ of the player who controlled the guerrilla.The game need not add "terrorists" or "psyops" units to the game if we are given the Civ II spies in cIV. Spies could do the same thing without the pejorative associated with terrorists or terrorism. Moreover, it is within the realm of possiblitiy for a democracy to use spies -- though terrorists would be harder to swallow.So, what do you guys think? WOuld it be worth it to add 3rd and 4th Generation Warfare to the game?



World War II

Sat, 26 Feb 2005 08:33:39 GMT

Of all the modules added to CONQUESTS, my favorite is the Pacific WWII scenario. I was wondering if cIV will have any modules such as these? If so, is another WWII scenario included?One of my favorite games of all times is Avalon Hill's Third Reich and its follow-on, Advanced Third Reich. A couple of weeks ago I received in the mail the ulimate descendant of this game GMT's [I]A World At War[/I].This system is awesome as it includes not only technology development and diplomacy, but an incredible array of what if scenarios. For example, what if WWII began with the Republicans having won the civil war in Spain.Moreover, if you're the Allied player and you're willing to risk the very finite diplomatic resource points, you MAY be able to keep Hungary or Rumania or even Italy from joining the AXIS.I say all of this in this thread because I would most definitely buy a game designed by Sid that was dedicated to a strategic level WWII scenario. Does anyone know if he has ever considered such a project?



Guerilla Warfare

Sat, 12 Mar 2005 14:16:03 GMT

i have given the idea of the guerilla unit some thought. at present, it isnt all that great, not sure how cost relates to that of infantry, but at least A/D/M is not as good, seeing as infantry have 10 def over 6. anyway, they would be invisible, with hidden nationality. basically, then you could use them pillage roads, and cut off resources, thus hurting another nation, without acutally fighting. and being invisible, the AI would use a lot of units to try and hunt them down. if they captured a city, you would administer it, but "anonymously". basically, it is not officially under your control, but it is directed by you, or the AI, whomever is using it. of course, there might be a chance each turn based on the skill level of the units/your spies/diplomats (which would improve thru the game) of being discovered, in which case the AI might declare war on you or some such other thing. youd be able to reveal yourself whenever you felt like it (of course, with a prompt). you could use this as a war strategy, dropping guerrillas, and having them disrupt the enemy at one end, so he sent troops down to hunt and crush the guerillas, then youd "officially" invade from the other, catching him, hopefully, with his pants down. of course, the AI could do the same to you.



Reanassance

Tue, 08 Mar 2005 15:59:20 GMT

The age of the Reanossance was an incredible thing- it was an age of enlightment, human brilliance and amazing scientific progress. Defind by some of the most brilient and skilfull men in history thier works of art and amazing progress even amaze us today.From anatomy to huge marble statues to astronemy- the Reanassance is the building blocks of todays science, art and partly culture.I believe this increadible age must be given it's own age, complete with units (there were a LOT more gun bering armies before the refilman then one!), improvements (artist guilds, observatories, and the windmill) and techs (There were more wonders in the reanassance then you can count with both hands- from workshops to amazing cathedrals). indeed this might lengthen the game, but will make truer, nicer, and more dynamic.There is also the possibilty of just adding a few improvements, wonders and units- but that will only add pressuer to an already filled area (with the slight refrence to the period in civ3 which only stengthens the view that the Reassance should have it's own age)So what will it be:forget about the period,leave it the way it is,add the nessesry attention, or give it it's own age?



You should be able to make your own civs

Wed, 02 Mar 2005 08:10:45 GMT

You should be able to make your own civs. Has anyone played the game Empire Earth? In that game you can be the germans, itlaiens, etc. Each one has its own special abbilities such as infantry have more attack and bombers have more speed. In this game you also have the choice of creating your own so called "civ" with certain special abbilities. The onecatch is that each ability costs so many "points" and you only have so many "points". You can also give this new "Civ" its own name.I personally believe that being amble to create your own civ would be great. You should be able to chose from a list, a certain number of abilities that your new civ would have and that this new civ would only be allowed to have a certain number of abilities. This would be great since people could create civs that would suit their strategies perfectly. Does anybody agree? :cool: