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CIVILIZATION II
Microprose published Sid Meier's Civilization several years ago,
yet it continues to rate in the top five in a list of the most
discussed PC computer games on the internet. It also rates in the top
ten on a list of the top 100 currently played PC games. The game is
designed well enough that it could remain on these lists for a long
time to come.
Because of this strong following, it is almost assured that a
part two to this game would be very well received. The gaming
community would appreciate a fresh new version of their favorite game,
and Microprose would make a great deal of money. This is Microprose's
chance to make a really innovative, high tech addition to the gaming
industry. If they have not already begun work on a version 2 of
Civilization then they are missing a huge potential profit. This
document is a list of ideas presented on the internet by Civilization
players. It is hoped that this list might provide some sort of
stimulus to the creation of a Civilization II.
GAME SYSTEM CHANGES AND NEW CONCEPTS
------------------------------------
- Variable Sized Worlds: In the customization menu at the beginning
of the game there should be an option for world size ( Tiny, Small,
Medium, Large, Huge ). A medium sized world would be about the size
of the Earth.
- Variable Complexity Levels: If all the additions and rule
modifications addressed in this document were implemented, the game
could become too complex for a novice user. Therefore, it would be
wise to allow the user to select a complexity level. Level 1 would be
for people who have never played Civilization or for those who would
like to play an entire game in one afternoon. Level 1 would cut down
on the number of units available (no caravans, diplomats, etc.), make
Wonders of the World unavailable, and so forth. Level 2 would be the
same Civilization we all know, though perhaps with a few new advances
and units. Level 3 would incorporate many of the additions listed in
this document. Level 4 would add the space travel advances, units,
wonders, and city improvements, as well as new rules to deal with
multiple planets, spaceship combat, and so on.
- Multimedia: Digital audio, video, and other special effects. Maybe
have advisors actually talk. Sound effects on disasters. Music that
changes according to the technology level.
- More Space: Increasing the number of squares in the world would
give more land to explore, settle, and fight over. This would
increase the resolution of the game. If in version I a square was,
say 100 miles across, in version II it would be 50 or 25 miles across.
Thus the size of the world would not change, but there would be many
more squares on the map. If Variable Sized Worlds [above] is used,
then different sized worlds would have different numbers of squares.
- Better Map Design: A spherical model for the world would be too
difficult to implement, but some sort of work should be done to allow
crossing the icecaps. Circumnavigation at the poles should be shorter
than circumnavigation at the equator.
- New Terrain: Add some new terrain types and modify existing ones;
for example, some coal squares could put out extra production beyond
normal (these should be very rare, like 0-3 per planet). Have ice
bergs that move around the ocean and run into ships (would work like
barbarians.) Also, when a planet is generated there should be more
clumping of resources, so that several coal resource squares could end
up in the same vicinity. This would be a major benefit to a city
placed in this region. It would also promote trade between
civilizations, as one civilization could have an excess of production
units, but lack in food, and could trade with another civilization
with the opposite problem.
- City Growth: Depending on the size of a city, it is classified in
one of five categories. Different actions are required to change a
city from one classification to another:
Villages - Population 1-3; city display limited to only five
squares. Cannot build any city improvements, but can make units (like
a settler). Cannot make taxmen or scientists. Symbol is a little
brown hut.
Town - Population 1-5; city display limited to nine squares.
Created by a settler. If settler's square is empty, creates a town
with a population of 1. If settler is on a village, creates a town
with a population equal to the village's population + 1. Can make
taxmen or scientists only if population >= 3. Symbol is a small
cottage. A town can only make a few of the major improvements (like
the Cathedral, Power Plant, City Walls, etc.) and can only make the
Ancient Wonders of the World. There are no restriction as to the
units that can be created.
City - Population 6-20; city is the same as in current game:
display == twenty-one squares, symbol is one city square. Is created
automatically when a town reaches a size of 6. Allows creation of
almost any unit, improvement, or wonder. To increase to size 11-20
requires an aqueduct.
Metropolis - Population 21-40; created from a City of size 20 which
must have a courthouse and hospital. To become a Metropolis, a
settler must move into the city and 'B'uild. A new city square will
blink into being. It can be set either to the east or the west of the
original square. Any improvements on that square is lost (Bulldozed
under to make shopping centers and mini-malls, no doubt ;) ). Now
city symbol is 2 city squares side by side. In the City display there
are five more squares available (for a total of 26). The Architecture
advance is required to build a metropolis.
Megopolis - Population 41+; created from a Metropolis of size 40
that must have a power plant, and either the Freeway improvement or
the Mass Transit improvement. The Corporation Advanced is required
before a Megopolis can be built. To become a Megopolis, a settler
must move into the Metropolis and 'B'uild. Two new city squares
will appear and can be put either to the north or to the south of
the original two city squares. The city display now shows 32
squares available for use.
Here is a pictorial representation of city display sizes:
Village Town City Metropolis Megopolis
### #### ####
# ### ##### ###### ######
#v# #t# ##c## ##mm## ##MM##
# ### ##### ###### ##MM##
### #### ######
5 9 ####
21 26
32
{Might want to eliminate restriction on regular shapes, so that a city
can be spread out in an irregular pattern.)
- Variable Start: Allow the player the option of starting at a more
developed level. Each civilization starts with a few cities, some
random advances, city improvements, and units.
- Scenarios: Rather than randomly generated worlds, geared scenarios
would be challenging and fun. Save the Roman Empire from destruction
at the hands of the barbarians, or Europe from the Hun and Viking
invasion, or found USA while defending it from England and the indians
and try to turn it from a small collection of colonies into a
superpower.
- Zooming: Would allow different views of the game world. Level 1 is
a map of the entire planet, like the world map currently available.
Level 2 looks like the display of squares used for the main screen in
the current game. Level 2 is a detailed close-up of four or nine
squares showing additional things like cities, battle fields, etc.
- City Display: When in city display, might allow a SimCity type of
interaction, where you can build multiple buildings (police station,
houses, etc.).
- Planetary Conquest: At higher tech levels, can colonize other
planets, engage in war/commerce/etc. with alien cultures. In a
multiplayer Civilization II, players would be allowed to start on
different planets from each other. Alien invasions/contact could
occur early in the game. To avoid letting super-technology fall into
the hands of low tech civilizations, it should not be possible to take
advances from a defeated ET city (the alien writings are just too
indecipherable to us Earthlings).
- Underwater Explorations: The submarine would be more useful and it
would make way for different technologies and military units.
Civilizations at higher tech levels could build underwater cities.
Resources could include mining, fishing and even cultivation of the
ocean floor.
- Rivers: Split rivers into rivers and streams. Rivers can be
navigatible by most ships, but streams are too shallow for navigation.
Rivers cannot be crossed by land units except at fords, cities, or
bridges.
- Orbital Cities, Moon Base, Subterranean Cities
- Multiple Game Systems: Civilization can prepare "scenarios" for use
with separate "game modules" which would allow the player to act out
the action in more detail. For example, a battle could be carried out
in more detail using a wargame simulator. A SimCity-type interface
would make customization of the cities interesting. Of course, these
modules would be entirely optional - the player need never use them;
however, by acting out the battle (or whatever) in this detail the
player has a better chance of doing really well if he or she is good
at tactical games like this (of course, if the player isn't very good,
the battle could turn out much worse). By making several different
modules, a really skilled player can take the game to new levels.
This is similar to what MindCraft is doing with games like Rules of
Engagement, an Interlocking Game System.
RULE MODIFICATIONS
------------------
- Ranged Combat: Artillery shouldn't have to touch a unit to attack
it. Maybe only if there is a friendly piece adjacent to the enemy can
the artillery make an attack.
- Supported Attacks: Some units could act together to produce an
attack of higher attack strength than either are capable alone. For
example, calvary, phalanx and legion, or musketeers and artillery.
- Supported Defense: Some units' attack strength should give a bonus
to defense in certain situations. For example, Cannon, Fighters, or
Archers in a city or fort, or Engineers in a forest.
- Communication: The game should somehow consider the speed of
communication, perhaps basing the maximum number of cities off it.
Speed of Communication refers to technologies in use: road, horseback
riding, ships, railroad, automobile, flight, satellite, etc. Will be
important throughout the game, especially when communication forms a
bottleneck, such as in the early stages of the game until the
development of railroad, and in the spaceborne portion of the game
when the player must deal with the difficulties of sub-light
communication.
- Scientists: Somehow there should be a way to work on multiple
advances simultaneously (maybe at least one per city?) Every once and
a while there should be a genius somewhere who makes a breakthrough,
delivering an advance earlier than predicted.
- Cheating: There are several 'bugs' or 'undocumented features',
called 'cheats' by the gamers, which allow the player to take
advantage of the game system. Two of these 'cheats' are a little too
obvious: the 'Settler Cheat', where a player can make a settler build
an improvement in a single turn, and the 'Sentry Cheat', where a
player can regain all movement points for a piece by placing it on
sentry in a city and then unsentrying it. These should be either
eliminated or modified so they do not unbalance things.
- Experimental Mode: Some people enjoy a game more when they can get
inside it and fiddle with it without playing by the rules. For these
people, an experimental mode would be useful. The player could give
himself huge amounts of money at the beginning of the game to make it
easier, or could give his enemies better pieces to make it more
difficult. Entire armies could be picked up and moved to the other
side of the world. In other words the player would be more like a god
then a world leader.
- Programmable Strategy: Allows player to design a strategy for an
enemy civilization's leader or for a governor of his own civilization,
or for a particular unit (see meta-commands, below). This would allow
people to design an enemy strategy, and then share it with other
people.
- Non-City Disasters: Floods, Mega-Floods, Volcanoes, Earthquakes,
Global Epidemics, Forest Fires, Ice-Age, Famines, Hurricanes/
tornadoes/ tropical storms.
ARTIFICIAL PLAYERS
------------------
- Increase the number of enemies from 7 to 12+. Have an option that
will allow new civilization to replace civilizations already defeated.
- Major Barbarian Hordes
- Leaders: Chinese = Sun Yat-sen; Maybe allow leaders to change over
time or with changes in government (like how the advisors change
depending on government type and technological level) so that the
English have King Arthur as leader during ancient despotism or
monarchy, William the Conqueror for classical despotism or monarchy,
then King Henry for renaissance despotism or monarchy, Elizabeth for
renaissance republic or democracy, Cromwell, Churchill, and so forth.
Might be a tad bit confusing, but also might make the game more
interesting as your opponent changes to meet the needs of an ever
changing world (King Arthur was great on the battle fields, but would
be lost leading a battalion of tanks or cooperating with a republic,
for instance).
- Cheating: The computer should not be allowed advantages that are
not available to the player. Resource costs should not be reduced for
items purchased by the computer civilizations. Also, combat odds
should not be weighted in favor of the computer just to make the game
harder unless the odds are similarly weighted in favor of the player
at easier levels. Still, the Emperor level should be very difficult,
maybe even more difficult than it is currently.
- Artificial Intelligence: The computer players in the current game
are very well done. They each act in a way that fits their
'personality': they form alliances and they conduct trade and war with
each other. For Civ. II, we would expect this artificial intelligence
to be brought to new levels. Different civilizations could team up on
a player (one civilization attacks you east front; once you have moved
all your pieces from the west to the eastern battlelines, the other
civilization attacks you from the west).
To increase the artificial intelligence would require the
computer to do more in-depth analysis of potential moves. This would
result in more lag time between turns at the higher (King, Emperor)
levels, but this would be acceptable, especially since most computers
these days are more powerful and faster than before.
- Economics: A must! Trade agreements, embargoes, and other bits of
economic warfare are badly needed. Split trade into several different
resources (for example: energy, minerals, organics, and spices). A
more complicated economic system instead of the 'arrows' will make the
game more interesting. Different kinds of food should be produced in
different cities so trading between cities through the new economic
system will be enhanced.
- Alliances: When making peace with another nation, there should be
ways of increasing the bonds between the civilizations. Allies should
be allowed to carry each other's forces, or use railroads passing
through each other's territories.
PLAYER INTERFACE AND PLAYER FUNCTIONS
-------------------------------------
- Multiplayer: Should at least be able to play two player games.
Would be nice to be able to play over a network or modem, as well.
- Players could initiate technology swaps instead of waiting for the
computer player.
- Trade agreements: Would increase value of trade with the other
civilization. Maybe modify AI so that loss of this trade would have
some effect on computer civilization's propensity to conduct sneak
attacks.
- Deficit Spending: Significantly increases the number of unhappy
people in government, and increases likelihood of civil war,
revolution, etc.
- Subvert government: Similar to Subvert City, but would affect all
opposing civilization.
- Barbarian Turn Off Option
- Goto Command: MUST be made to work better so that a piece takes the
optimum route between two points and uses railroads whenever possible.
Should be able to set up link so that a city produces armor units and
automatically moves them to a port city. You would get a message that
the unit had been completed, and the unit would start life with a goto
command. Should also be possible to set several points for the unit
to pass through, so you can control the path taken somewhat, so that
if the optimum route is through enemy territory you can give an
alternate route.
- Meta-Commands: Let player give a general command to a unit, such as
"Repair pollution anywhere in this area," or "Build a railroad from
here to here." Some government types (Federalism, Feudalism,
Cyberocracy) would allow player to give limited instructions, such as
"Maximize production of ____," or "Defend these cities against ____."
This would be invaluable in a Space version of the game, as the player
could land colonists on a planet, help them get started with a few
cities, and then appoint a governor to "settle the planet" and forget
having to micromanage the planet.
- When choosing next unit for the player to move, should do it in a
more organized method, such as choosing the closest piece to the
current one. Also, should have option to *not* jump to the next
piece.
UNITS
-----
- Engineers: Engineers can make roads, bridges, fortifications, mines,
fences, border stations, and irrigation, perform sabotage on enemy
cites like diplomats, but can't build cities; also might have better
combat values or some special combat ability (units stacked with
engineers increase attack strength by 50% (?) ); cost for engineers
would be the same as for settlers.
- Explorers/Scouts: Explorers could move at 3, have an attack strength
of 0, defense of 1, and could "Meet with King" like diplomats; cost
for explorers would be the same as for phalanx.
- Spies: Can steal production units, food, or trade from cities.
Also, spy actions could be more interactive, so that you have some
power over what gets destroyed in a city (along with a higher
probability that the spy will be caught in the act and executed, of
course)
- Fishing Fleet: Can harvest food production from squares outside the
city periphery. Gets one food per turn on ocean squares, two on fish
resource squares, and can hold upto 10 food. These can be
"programmed" to travel between a particular city and a particular
fishing site, so user can ignore the piece after getting it started.
- Oil Rig: Can drill for oil in offshore areas.
- Refugees: A new type of unit (mv:1, att:0, def:0). Does not need
to be supported. It is created when a city is attacked or taken over
by an enemy. Also can be voluntarily created by player so cities can
be moved if they are in danger or are in a bad position on the map
board. To create one refugee unit requires 2 population points.
Refugees have only one ability: they can build a Village (see below)
or can increase an existing city by one population point. Refugees
will be disbanded after a few (5-10) turns if they are not put to use.
When a city goes into disorder and stays in disorder for several
turns, then there is a chance that people will desert it. A random
number, say 5-25% of the population, become refugees. The refugee
unit(s) thus produced will be unaligned with any civilization (like
the barbarians), and will travel to a nearby city that is better in
some way to the one they just left (happier people, larger population,
more excess food, more city improvements, or whatever), even across
oceans (with the help of 'barbarian' ships).
- Chariots and Cavalry should have reduced strength when attacking
fortified positions.
- Militia and other primitive units should change their appearance to
something different as the technology levels increase. For example,
militia should start as half-clad warriors with sticks, change to
indians with bows, then to Viet Cong with rifles.
- Chariots and Armor should not be allowed into forests, mountains, or
swamps, or at least should have the movement cost doubled.
- Forward Observer: Move at high rate (like 5), have attack value of
0 (1 for veteran), defense value of 1 (2 for veteran). Can be used to
call in attacks from artillery, or increase the success of the attack.
- Headquarters: Provide an alternate base for units to be based out
of? If HQ is destroyed, units assigned to it will have reduced combat
values or will Disband.
- Satellites: Shows exact information about enemy units and cities.
Also, provides more entertainment to people. Increases trade and
gives information. [Should this be a City Improvement?]
- Space Shuttle: For carrying satellites and ?
- Space Ships: Building the spaceship is tedious. It should only be
displayed once per turn. Spaceship component should flash if you
already have enough of them. When you have enough of them any cities
building them should come up on the screen just like what happens now
with Wonders.
- Cargo Transports: Can carry troops or other units at increased
movement rates over certain terrains.
- Helicopters: Transports and attack, low defense factor.
- Cargo Airplanes: Can carry/drop other units.
- SOSUS: Undersea sonar array for detecting ships and submarines in
the oceans.
- Radar Station: Used to make an array of radar posts for detection
of enemy aircraft.
- Hovercraft: Fusion-powered hover-tanks with antimatter cannons.
- Phaser Platoons: Phaser armed with rocket packs.
- Stealth Bombers, Stealth Fighter, Stealth Ship: Hard to detect,
high defense value, very high cost to build.
- Paratroopers: Can attack the same turn they are dropped rather than
waiting a turn.
- Marines/Amphibious: Can attack same round they are set on shore by
a ship.
- Cruise Missile: Unit fired from another unit (Ship, plane, missile
launcher) which could travel a long distance (say 5 squares) and
attack a unit or city. Has a high attack strength, can only be hit by
a fighter or SDI, is good for only one use (is destroyed whether or
not the attack succeeds), and is destroyed at the end of a turn if it
hasn't hit a target. Benefit is low cost to produce.
- Strategic Nuclear Weapons: Allow complete destruction of anything
they hit and cause serious devastation of the surrounding landscape.
Primarily used for excessively blood-thirsty players. Computer should
be able to handle a "cold war"
- Ogre: Artificially intelligent nuclear powered tank capable of
sustaining a thermonuclear blast dead on and keep moving.
- Berserker: Artificially intelligent space craft capable of
destroying all life on an entire planet with little difficulty. Very
unpredictable and can learn from its mistakes.
- Repair Yards: The idea of repair should be added to the game. Give
things the same offense and defense power they have now, with the
offense number also representing the number of points of damage the
unit does. The defense number could also represent the number of
points of damage a piece of equipment could take. Thusly, tanks can
still kill tanks in one shot, but a lucky shot by a phalanx would no
longer terminate your battleship. With this repair idea, allow there
to be a new building called a repair yard that could be built in a
city. Units could be brought to this city and 'fixed'. Also, you
should be able to take certain units, such as militia/musketeers
/settlers, bring them back to a city, and spend 'x' resources on them
to upgrade them to the next class, rather than disband and start from
scratch. (Planes and such would obviously have to be totally rebuilt,
as most of this expense is equipment).
There should be training for non-veteran units, and more unit
attributes than just veteran or non-veteran. And when automobile is
developed, movement rates for older pieces should be increased.
- Reserve: In a republic or democracy, units can be placed in
reserve. The units stop requiring support, but cannot move, attack,
or even defend. To bring a reserve unit to active status requires
extra support and a few turns to prepare. (Might want to make it
possible to use reserve units to quell unrest in a city - it worked in
L.A.!)
- Forced Work: The ability to make a settler construct something in a
single turn is useful sometimes. Maybe this could be done as 'forced
work' where the unit can continue building or moving, but suffer some
penalty, such as reduced attack/defense strengths, take damage, lose
next (or some future) turn, cause unhappiness in home city, require
double resources, or have a chance that the unit will be disbanded.
- Unit Design: Can design a unit based from sets of abilities. Able
to set the attack/defense/movement points, as well as special
abilities; also can draw own icons. This could be set up as part of
an external game editor, as an integral part of the game that can be
used during play, or both. If it is made part of the game, then
certain restrictions must be made: cannot make pieces that are better
than the units currently available, can only design units after a
certain technology(s) (Repair Yard?) has been achieved. New advances
could be created to allow additional abilities to be used with
designed units. Anyhow, the computer uses these specifications to
figure out the cost of the unit.
- Patrol: Either a function for certain units, or a quality of a
separate piece unto itself. Would allow borders to be better defended
by building border stations that would send out a unit to meet an
enemy automatically. A piece stationed only a couple spaces from the
home city should not cause unhappiness in the city.
- Border Patrol Stations: Build a station that keeps sentry over
about 4 squares and sends out an attack unit if it sees a hostile
unit, thus allowing concrete borders.
- Improved capabilities: At higher levels, should be able to build
more efficient mining, farming, etc.
- Air-to-air refueling.
- Airports: Non-city place for planes to land. Built by engineers.
- Supply Lines: A piece that is surrounded by other units with no way
to trace a route back to a friendly city could be made to disband
after a few turns.
CITY IMPROVEMENTS
-----------------
- Walls: Like barracks they should require occasional updating.
Also, it should be more difficult to attack walled cities without some
sort of combined arms style attack.
- Bookstore: Increases happiness in city.
- Stadium: Like Colosseum.
- Hospital: Needed to increase city size above 20.
- Research Center: Available at high tech level. Acts like
university.
- TV Station: Increases happiness in city.
- Radar Station: Increases intelligence. Can see all units within X
squares of the Station.
- De-salination Plant: Requires refining and electricity, adds one
more food production on each ocean square.
- Space Lab: Increases light bulbs.
- Fusion Reactors:
- Satellite: [See above in Units]
- Hydroponics Lab: City always produces enough food to sustain the
population.
- Switching Production: There should be a penalty-factor (5-10% ?)
each time you switch from one production to another one halfway. This
is to discourage the "caravan-build-wonder-then-change-to-city-wall"
type of abuse. Also, should be able to purchase part of a unit's or
an improvement's development (like increasing barracks from 10% done
to 50% done).
- Prospecting: Allows for creation of new resource squares. The
obvious oilfields, gold mines, and coal sources get used up earlier in
the game; by prospecting new places for resources could be found.
- Automated City Functions: Selling the barracks just before they
become obsolete is tedious. They should automatically be sold;
Similarly for the factory when you build manufacturing plant; if you
hit F5 and click on Universities you should go to a city that has one
instead of being forced to look at every city to find it. Finding the
city where the earthquake just destroyed the cathedral is tedious.
Disasters should bring up the city screen.
- Railroads: It looks really ugly to have the web of black lines when
a bunch of railroads have been created. How about separating the
movement effect from the economic effect of railroads. Then rail
lines would be made only for movement and something else could be done
to improve production of a square. Also, railroads should require a
cost per turn per rail for maintenance. It might be a good idea to
limit the number of moves a unit can make on a railroad, perhaps 20.
It should be possible to move a huge distance, but not an infinite
distance.
- Freeways: Faster than roads.
- Canals: Built by settlers (or engineers). Could be used like
rivers, but would also allow sea units to move through land.
- Tunnels: Underwater tunnels to connect nearby land masses. Like
the Chunnel Tunnel.
- Bridges: Can be built across short straits (one or two squares) of
ocean or lake.
- National Treasury: Must be built in capital. Prevents units from
being disbanded because of lack of support in home city. Units that
cannot be supported by one unit are automatically reassigned to a
different city. Only if no other cities can support them are they
disbanded.
- Shipping: Ability to automatically send excess goods (food,
production) to another city. This would reduce the time spent moving
caravans from one city to another. Perhaps this could be available
after a suitable advance, or maybe it is only possible after a caravan
has linked the two cities with a trade route. A city receiving food
or production in this way would have to spend, say, one coin per good
(or maybe more, depending on the distance between the two cities).
- Suburbs: In addition to mines and farms, suburbs would increase
happiness, research, or trade directly. Other types of improvements
should be possible, as well, such as vineyards, orchards, commercial
zones, etc.
ADVANCES
--------
- Shamanism: Needed for Mysticism.
- Crafting (Pottery & Bronze): Needed for Music, Construction ...
- Weaving (Crafting & Construction): Increases Move of sail units.
- Music (Crafting & Alphabet): Help makes people happy (?)
- Drama & Poetry (Music & Writing): Needed for Mysticism
- Monotheism (Religion & Feudalism): Allows Cathedrals and Theocracy.
- Manufacturing (Physics & Engineering): Needed for Industrialization.
- Architecture (Masonry & Crafting): Needed for ???
- Microtech (Robotics & The Corporation):
- Satellites (Microtech & Rocketry): Shift 5-6 cheat.
- Stealth Technology (Advanced Flight & Computers): Allows building
of stealth units.
- Aquaculture: Build roads, railroads, cities in sea areas, and make
improvements to sea squares.
- Metaphysics (Nuclear Fission & Superconductor): Needed for Research
Center and Grand Unified Theory WoW.
- Cybertechnology (Genetic Engineering & Microtech): ???
- Nanotechnology (Metaphysics & Microtech): Solar Power Satellites
- Artificial Intelligence
- Gravity Manipulation (Grand Unified Theory WoW, Metaphysics,
Nanotechnology): Anti Gravity, Black Hole WoW
- Weather Control:
- Hyperspace (Gravity Manipulation & Advanced Space Flight):
Spaceships
- FTL Communication (Hyperspace & Advanced Communication):
- Advanced Hyperspace (FTL Communication & ???):
- Solar Power Satellites:
- Calendar: Requires Astronomy. Increases the yield of food once
developed.
- Paper: Requires Writing. Allows construction of library.
- Printing: Requires Invention and Paper. Allows building of
Bookstore. Increases effect of library.
- Telegraph: Increases speed of communication.
- Modern Communication System: Requires Printing and Electronics.
Allows building of TV Station and Radar Station.
- Photonics
- Lasers: Star Wars Defense, Faster Communication (+Science), requires
computers and nuclear power.
- Advanced Lasers: Metaphysics and lasers. Allows laser weapons.
- Antimatter: shock troops with energy weapons? Provides a good power
source for high tech things.
- Terraforming: Higher tech levels should allow the ability to knock
down mountains, reclaim land from sea, change the course of mighty
rivers, and make deserts bloom.
- Biology: Allows biological weapons, better farming techniques, etc.
- Theocracy: No corruption, low science development, but prices for
temples, cathedrals, and religious WoWs are lower.
- Charismatic Dictatorship: ala Saddam Hussein, Hitler, et al. Units
do not require support. Trade is the same as in monarchy. Units can
quell unhappy people, but there are more unhappy people than usual.
(This is an improved Despotic Government.) Maybe Despotism becomes
this after development of invention?
- Constitutional Monarchy: Grasslands, Rivers, and Hills are as
productive as they are under a Monarchy. Also, an additional trade
unit is generated wherever at least one trade unit already exists.
Military units each require one resource for industrial support.
Settlers require two food. Corruption is higher than under a Monarchy
or Republic. Military units cannot be used to quell dissent in
cities.
In addition, the Parliament of your government accepts any peace
offer made by another civilization.
- Feudalism: Turns over control of several cities to a local lord.
Allows monarchy-style government, but over a larger number of cities.
Also, decreases corruption in cities far away from the capitol.
Further, it makes the computer take control of those cities and units
associated with those cities, thus freeing up the player to
concentrate in other areas. The player issues a list of general
orders for the lord to carry out. Drawbacks would be increased
likelihood of civil war in some circumstances, need for a palace in
another city, need for giving gifts to local lord. Governors have
different capabilities and personalities, so one might be very
militaristic, and another more willing to negotiate; one might be very
efficient and able to govern his cities better than the player
himself, while another is less efficient, with production and trade
going to less useful things and increased corruption. Under
Feudalism, removing governors would be difficult and would probably
result in civil war. Portion of trade converted to production
(because you don't have the power to tax one city heavily to pay for
construction elsewhere. Not possible to change the home city of a
unit.
If a governor is likely to rebel, the player would get a message
such as: Sir, our sources indicate that Duke Charles of Normandy is
gathering military strength. We believe he may intend to rebel!
- Federalism: Similar to feudalism, but operates more like republic.
Less variation in governor personalities and capabilities, and is
easier to remove governors from office. Trade not converted to
production, so taxation is easier, but still is not possible to change
the home city of a unit.
- Cyberocracy: Fully computerized government. Allows all benefits of
democracy, but also allows computer assisted government like feudalism
and federalism. Since no governors, government always works as the
most efficient and capable governor. Certain improvements
(Courthouse, for example) have reduced maintenance costs. Computer
takes over a major portion of the control of player's civilization.
Drawback is that all military units have a monetary maintenance cost.
- Alteration of Building Times: Gaining tech should allow one to
complete tasks faster; a civilization with automobile in 1000BC
shouldn't need 80 years to build a road (4 turns with no cheats). The
turn length shouldn't depend solely on the year, it should be tied
into the most advanced tech level, and the "number of turns" it takes
to do something should be delegated into actual number of years/months
or whatever and tied to tech levels. So a civilization with automobile
and fusion could, say, reforest in twenty years, while it would take a
civilization with math and perhaps metallurgy 80-100 years, instead of
10 turns. (Also, there could be further advances introduced at this
point, regarding biology and other areas, which would allow for more
rapid development of land, and would decrease the amount of time
needed.
- Alteration of Learning Times: The more contact you have with a
civilization, the easier it should be to gain the technology that they
have. When a civilization begins researching a new advance, you would
get a percentage of the advance up front, depending on if it were
already known. The rule would be something like: 10% for each ally
with the technology, 5% for each trading partner with the technology,
2% for each civilization with the technology that your civilization is
at peace with, and 1% for each civilization with the advance that you
are not at war with. (The percentages are not cumulative, of course.)
Also, different types of governments should modify this bonus.
Civilizations could voluntarily restrict allowing other civilizations
from getting this benefit from their own technology by turning off a
switch. Also, it should be possible to steal another civilization's
technology without causing war (see Spy unit above).
WONDERS OF THE WORLD
--------------------
Ancient
-------
Colossus
Pyramids
Hanging Gardens
Lighthouse
Oracle
Stonehenge: (Calendar) Helps crops, so increases food production in
city. Expires with development of Astronomy.
DuJinagYan: A massive irrigation project that increases food
production on all irrigated squares by one. Is made obsolete by the
Republic.
Classical
---------
Great Library
Great Wall
Archimedes' Engineering: (Alphabet) Gives two additional advances
Plato's Republic
Aristotle's Science: (Writing) Increases scientific production.
Voided upon development of University.
Holy Text
Sun Tzu's The Art of War
Renaissance
-----------
Copernicus's Observatory
Shakespear's Theater
Isaac Newton's College
J.S. Bach's Cathedral
Magellan's Expedition
Michelangelo's Chapel
Constitution
Industrial
----------
Darwin's Voyage
Hoover Dam
Woman's Suffrage
United Nations
Statue of Liberty: Would attract refugees from dissatisfied cities
Nobel Society: Requires explosives (or university?)
Olympics
Electronic
----------
Hollywood: Increases happiness throughout civilization, and attracts
refugees.
Manhattan Project
Apollo Program
Human Genome Project
Atlantis: First underwater city
Mars Expedition }- This accounts for space station, moon base,
space shuttle, etc.
Grand Unified Theory
Interstellar
-------------
Voyage to Alpha-Centauri
Interplanetary Council: Peace with aliens.
Black Hole Experiment
Terraform Protoproject: One planet is fully transformed to an Earth-
like environment.
The Pan-Society Paper: Expresses philosophic ideals in universal
symbolic logic
CAN I HELP?
-----------
Of course! Most of this FAQ was compiled from other people's ideas.
As the compiler of this list I made many decisions about areas other
people failed to address, and I fleshed out many other people's ideas,
but I've tried to avoid dictating what goes in and what goes oout. I
want to get as much input and feedback as possible from as many people
as possible.
I have plenty of ideas already, now what I need now is criticism.
Tear it apart. Tell me why a certain approach won't work, or that a
certain idea is silly or stupid. Tell me to forget about doing
certain things because they are too hard to program or that they would
change the nature of the game too much. Also, I want to see arguments
on some of the more controversial ideas. The more discussion I see
about a certain thing, the better I'll be able to decide whether or
not to include it. Finally, if you really like an idea or two, say
so! Many people liked the idea of aquatic cities, so I'll make sure
it stays in. Some people dislike the idea of having colonies on
multiple planets, while others love it, so maybe Space Civilization
could be a supplement put out later, after the initial release.
And if you have new ideas, then post them. More than anything else,
this is a brainstorming session. I am not designing Civ II, I am just
putting together a database of ideas that someone can draw from to
make a sequel. The more ideas we have, the better!
CONTRIBUTORS
------------
Thanks to everyone who shared ideas. I wanted to credit everyone who
made contributions, but the list was just too big. In particular,
Thank you to Shadow for his excellent and detailed submissions, Dave
[Rubicon] for the FAQ, and Bob 'o Bob, Paul Brinkley, and Toshi Tsuboi
for their many posts.