From jon_bu@sn4901.gpsemi.com Fri Aug 6 08:38:39 1993 From: jon_bu@oldham.gpsemi.com (J Buckel Artist Account) To: bharring@scf.usc.edu Subject: Re: civ2.proposal and civ2.chart.advances ---------- X-Sun-Data-Type: text X-Sun-Data-Description: text X-Sun-Data-Name: text X-Sun-Content-Lines: 13 Bryce, For some reason it thinks the chart is an executable, believe me it is only text. Thanks v. much, and enjoy the chart I know you have been waiting for it, it is a little longer and quite unfinished I think, but we will have to see what net.land thinks of it. Jonathon P.S. Have a good weekend. P.P.S. You must be really keen going into work at 6:30 am !!!! ---------- X-Sun-Data-Type: default X-Sun-Data-Description: default X-Sun-Data-Name: civ2.proposal X-Sun-Content-Lines: 1439 Okay, folks, here is the second edition of the CIV2 FUTURE PROPOSAL. It's still fairly rough at this point, but since I only started work on this not so long ago, not that I was railroaded into it or anything (cheers Bryce :-)) but I hope you'll bear with me. I know there are inconsistancies in here, but I wanted to get all the posts together and release a version sooner rather than later. The next posting, probably in a month or so will hopefully be a little better organised Anyway, if you want to reply to this, please don't quote significant portions of this text [you knew this, didn't you?]. You might want to consider making seperate replies for each section or subject (one post for new ideas for advances, another post about some new rule or idea you have, etc.) You can post to the net or you can mail me as follows: buckel_j@oldham.gpsemi.com =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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 favourite 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 ------------------------------------ 1) GAME STARTUP CHANGES - For the screen display, beyond VGA for PCs would be ultimately preferable. CIV II on the old PCs/Commodores, etc, would be much too slow/large for them. - 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. The area of a square would remain constant, however there would be either more or less of them. - Random options would be nice for *ALL* the settings, so you don't know anything about the world, how many civilizations, how large continents are, etc. - 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. The big question is whether each player would have to wait for his or her turn, or if they would all move simultaneously. I think the former is the more practical, but the amount of waiting could be terrible if more than a few people are playing. Would you want to wait an hour for your turn? - 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. This would mean starting the Earth in England would give a viable city. Units would still move at so many squares per turn, the distance not being taken into account. - Variable Complexity Levels: If all the additions and rule modifications addressed in this document were implemented, the game might 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. [See the civ2.future.proposal. ( I am working on two proposals one for civ2 and one for civ2.future )] - 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. - Variable civilization founding times: All chosen civilizations don't start at 4,000 BC, some are introduced later with appropriate advances to allow them to be on some sort of par with resident civilizations. - 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. - 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. Perhaps even have an inbuilt language which handles all the possible actions available within civilization. - Multiple Game Systems: Civilisation 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. - Increase the number of opponent civilizations from 7 to 12+. Have an option that will allow new civilizations to replace civilizations already defeated. Add the Persians (Cyrus), Norse (Eric the Red?), Arabs (Saladin), Polynesians (?), Japanese (Tokagawa?), Spanish (Phillip II), Carthaginians (Hannibal), Incas (Atahualpa). Delete the Mongols (they were a horde), unless you are adding nomad units in which case also have North American Indians, etc. - 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. Have specific graphics for units for every different culture!! (In so far as possible.) The uniforms could be varied, for example. This would only be possible in high-res versions, like on the Mac. Also specific graphics for the city views of different cultures (e.g., Greco city vs Chinese city). Have the computer actually memorize what the city looks like from time to time. Each time a city is viewed when it has a new addition the buildings have all been shuffled about. This reduces the sense of having truly unique individual cities. What fun it would be if "Paris" would continue to look like early Paris as time went on. Cities are after all historical artifacts. Also militia and other primitive units should change their appearance to something different as the technology levels increase. Phalanxes could eventually look like foot Police; Legions could look like a SWAT policeman; Cavalry could look like a police car. Units might be able to improve, too (e.g. WW1 tank->Panzer ->Lepoard Tank). - Player 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. - Computer 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. However it is noted that perfect AI is exceedingly difficult, and if the computer must cheat (which it is acknowledged among gamers that it must do to be good) then the cheats be a little less extreme, e.g. no randomly building Wonders of the World at no cost ! There are people on the net working on making advanced AI systems for strategy games which will be able to actually learn as they play. Perhaps this could be implemented in some fasion or other. [Contact bharring@usc.edu for more info on this topic] 2) MAP CHANGES - Better Map Design: A spherical model for the world would be too difficult to implement, but some work should be done to allow crossing the icecaps. Circumnavigation at the poles should be shorter than circumnavigation at the equator. Perhaps only airborne units would be allowed to cross, simply disappearing at the top of the map and reappearing at the bottom and visa versa. The cylindrical Earth is acceptable and OK if this is not feasable. - 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). So you could fight for resources. In certain cases a Civ may be able to monopolize all the coal reserves. Then the fun begins... - The symbol for an iradiated square could be a skull & crossbones. This polution requires twice as much cleaning up than normal polution. Also because of the extreme measures involved in the cleaning up process, any improvements in the square are destroyed. Also any square that is nuked could have a chance of altering the terrain, if a mountain was nuked several times surely it would become a bit flatter! or a swamp or jungle might become plains if nuked, a little on the excessive side as a way to terraform your planet perhaps but it might be interesting. - When a planet is generated, the placement of special resources should be more random and have possible 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. Special effort was made in version I to prevent this clumping, but it is still a little too strict. - Coal and oil reserves should be invisible until you develop industrialisation. This is so players don't take advantage of information a ruler of their period would not realise was important. Perhaps the first civilization to develop industrialisation allows the coal and oil reserves to be visible. - 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, groups of units, this level of detail would become available with the use of satelite units. - Rivers: Split rivers into rivers and streams. Rivers can be navigable by most ships (not battleships or carriers), but streams are too shallow for navigation. Rivers cannot be crossed by land units except at fords, cities, or bridges. Have canals too which act like rivers, built by settlers/engineers. Travel by ships in river or canal squares would be reduced by 2. - Underwater Explorations: The submarine would be more useful and it would make way for different technologies and military units. Civilisations at higher tech levels could build underwater cities. Resources could include mining, fishing and even cultivation of the ocean floor. - Pollution in ocean/lake squares should be possible. It could be fixed in one turn with an engineer unit based on a transport type unit. Water pollution should be able to occur in a city before industrialisation if it is over size 10. - Get rid of the limit on the number of units possible, currently 127. - Major Barbarian Hordes - Barbarians can gain 1 military tech from each city they invade/spy on. - A barbarian unit has a 10% chance of starting a civ if it takes over a city, these could be the Mongols perhaps ? 3) CITY CHANGES - 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 1-4; When settler builds for the first time a village is produced. The city display is limited to only five squares. Can only build simple city improvements (barracks, temple, granary, palace, city walls, MarketPlace, Library), can make units (settler, militia, phalanx, cavalry, Knight, Chariot, Legion, Catapult, Musketeer, Rifleman, Cannon, Diplomat, Trireme, Sail). Cannot make taxmen or scientists. Symbol is a little brown hut. Cannot build WoW. A village can become a town of size 3 or 4 but must have built 2 non-barrack improvements. Town - Population 3-8; When a village reaches size 5 it automatically creates a town with a population of 5. City display is limited to nine squares. Can make taxmen and scientists. Symbol is a small cottage. A town can only make some of the major improvements, as well as the improvements that a village can make (Cathedral, University, Bank, Courthouse, Colosseum, Factory) and can only make the Ancient Wonders of the World. There are no restriction as to the units that can be created. If a town with greater than 4 population only has one improvement then it is effectively a village and all content citizens will become unhappy. Specialists will still count as content. City - Population 9-20; City is the same as in current game: City display is twenty-one squares, symbol is one city square. Is created automatically when a town reaches a size of 9. Allows creation of almost any unit, improvement, or wonder. To increase to size 11 requires an aqueduct and subsequent loss of an aqueduct results in the city being unable to grow further and food will be lost from the food store at a rate of 1 per citizen, if the food store empties, the city reduces in size and the process continues. 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 north, south, east or west of the original square. The 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 source, and 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 are placed alongside the original two city squares forming a four square centre to the city. 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## or ##m## ##MM## # ### ##### ###### ##m## ##MM## ### #### ##### ###### 5 9 ### #### 21 26 26 32 {Might want to eliminate restriction on regular shapes, so that a city can be spread out in an irregular pattern, so that as a city discovers its available resources, it spreads towards them to make use of them} - City Display: When in city display, might allow a SimCity type of interaction, where you can build multiple buildings (police station, houses, etc.). 4) EXTRA MENU OPTIONS - Should have option to *not* jump to the next unit when in the map display. - Barbarian Turn Off Option 5) RULE MODIFICATIONS - Communication: The game should somehow consider the speed of communication, perhaps basing it on the number of cities and units of a civilization. Speed of Communication would alter according to the technologies gained: road, horseback-riding, ships, railroad, automobile, flight, satellite, etc. These 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. - Republics/Democracies should be able to declare war if other civs go beyond borders/into a city zone of influence, etc. We do it all the time, being careful to concoct the appropiate justification! 6) SCIENTISTS - Scientists: Somehow there should be a way to work on multiple advances simultaneously (maybe one per city?) Every once and a while there should be a genius somewhere who makes a breakthrough, delivering an advance earlier than predicted, this should be dependent on whether a scientist is in employment in the city. How about you can work on X advances at a time (depending on your science%). When an advance occurs, a tech from the research list is picked at random as the advance. If something isn't picked for N advances, it will be picked. When an advance occurs, you can pick from the list of techs possible at the current time (if any). This might be frustrating for the player, but more interesting & realistic. 7) ARTIFICIAL PLAYERS - The player of the game is not the ruler but a secret society which has infiltrated the government of the civilization he influences. Instead of being the decider, you are the adviser, it just so happens that the current King trusts you and always does what you advise! Sort of like an Illuminati-type secret government behind the civilization's development [Illuminati. The word comes from 'Illuminate' and is supposed to be a secret society founded in the 18th century with the goals of infiltrating and gaining control of all of the world's governments.] - Leaders: Allow leaders to change over time The new leader will be chosen from the advisors available, thus a military adviser when appointed ruler, would cause a civilization to have a greater chance of going to war and building units, whereas a domestic advisor would build city improvements and be more diplomatic in his rule. Each ruler should rule for 50 game turns or so [yes I know this means whoever starts will live for a 1000 years !!] What has gone on in that rulers time will decide what kind of leader they elect, if a civilization has been attacked several times by another civilization then the people might be more likely to elect a military ruler, also this could lead to rulers being ousted if they are unpopular. Might be a bit confusing, but also might make the game more interesting as your opponent changes to meet the needs of an ever changing world. Military rulers may give units a +1 bonus to their attacking and defense values, domestic rulers would give a +2 trade to each city. - 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. - Trade: Caravans should be for helping your own cities build WoWs or improvements and trade routes could be established immediately with any city visible on the map but will not be very effective over long range until good transport develops (people have mentioned airports). Trade routes should be better between cities producing different goods. Food production would be different in a tropic and a temperate city, or between a coastal and a highland city, but not sure about shields. Maybe the computer during initializing could assign different ores to each production capable square using some random method, hidden from the player, so that one city would probably turn out only one or two different types, but a city some distance away are likely to produce other sorts. The cost of trade routes should be a constant drain of either food (yielding shields or arrows) or shields (yielding food or arrows). This way there would also be some infrastructure in your civ, with a city in a barren but coal/oil rich location being supplied with food so it could reach efficient size faster. Another possibility is a 'clerk' specialist like the scientist/taxmen/elvises each responsible for one route. This would probably be the better idea for routes with foreign cities, which would then give arrows only. - 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. Wars should reduce trade between warring nations by about 90%. - 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 and this should not stop production from any square that an allies unit stays on. - Diplomatic Relations: It would be nice to add more options, e.g. "clear off this continent", "get out of my city's production area", "Give me London back and we'll call it quits", "let me railroad through your country to murder some Greeks", "kill Greeks instead of me and I'll stop trying to kill you". Best way to implement this is a big dialogue box with check boxes on the left for things you are offering and check boxes on the right for things you are demanding. Another aspect of diplomacy could be being able to create improvements for another Civ. For example, there is a rather small and poor Civ between you and your worst enemy. You could talk to that small Civ, and agree to create for it a network of railroads. Then you can send Settlers to any part of the Civ without worrying about starting a war, and that Civ's units will not block movement. You could do this for city improvments as well. Send a Settler to another Civ's city, and you get to control the production of that city for one production. The improvment you build will be based upon your tech, even if the other Civ doesn't have it yet. After producing the unit, the other Civ might have a chance of automatically gaining that tech. In civ2 perhaps military units and city improvements could themselves become commodities. For example: Mongols are in the middle of a long war with the Chinese. Unable to overcome the formidable Chinese knight units because they have put all of their resources into tax, the rich but primative Mongols ask if they can buy a tank. You agree so the following happens... 1. You lose 1 tank unit... 2. 1 Mongol cavalry unit becomes a Tank.. 3. You get a few hundred dollars... 4. The Chinese get their butts kicked. Because the Mongols have not developed their sciences they cannot build tanks of their own so you have a monopoly on the units. The same could apply for other things..... "The God-like Ghengis Khan humbly requests that you build the Mighty Mongol hordes a brand spanking new Nuclear Power Plant, for which he will pay you 3000 gold pieces ..." Of course on the more difficult levels it could be possible for this money making scheme to back-fire... The newly purchased unit could be used to attack the supplier, or every now and again selling a unit to another civilization may result in a science boost for that civ. Another possibility would be to LOAN or GIVE money and military hardware to a down-trodden ally. Giving a couple of bombers to the Aztecs so they could counter a Mongolian offensive! However Ghengis might buy a Nuke from the Babylonians to use. You should be allowed to talk to other civilizations at any time by clicking on a box in the advisors menu like the INFO box, if you have an embassy, there should be more freedom in your dialogue. If they are demanding money you should be allowed to offer them less than what they are demanding. If they offer a technology swap, you should be able to offer them technologies that you are willing to swap for technologies that they are willing to swap. Obviously some technologies will be more in demand than others. The civilization INFO button would be able to tell you what the other civilization knows (or an approximation) so that you can ask for something they aren't initially offering. Advances should be given a value which is the sum of that advances prerequisites +1. eg. Alphabet=1, Astronomy=6,( Mysticsm=2 (Ceremonial Burial), Mathematics=3 (Masionry and Alphabet)). This gives the basis for trade of knowledge, a civilization could offer Mathematics(3) in return for Ceremonial Burial(1) and Mysticsm(2). Players could initiate technology swaps instead of waiting for the computer player. - Deficit Spending: You can increase luxuries and lower taxes by borrowing from other civilizations, *temporarily* increasing happiness. If borrowing from republic or democrary might have to write off debts, like third world countries. - Subvert government: Similar to Subvert City, but would affect all opposing civilization, but would cost an absolute fortune. 8) PLAYER INTERFACE AND PLAYER FUNCTIONS - 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 ____." - An option to specify an order of priority of building within a city could potentially be a very great time saver, with many cities to work with, with a further option to go or not to go to the city window each time something is built, until the list is exhausted. - 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. 9) UNITS 9.1) NEW RULES - When diplomats (or spies) steal technology, they must get the information back to a city owned by you before you are able to receive the advance stolen. If a diplomat(spy) attacks another diplomat(spy) and the defending diplomat(spy) had a secret with him then if the attacker wins the secret is passed to the attacker and can then be brought to that civilisations city. When the dipomat(spy) first steals the technology, you receive a message stating the success or failure of that mission. thus informing you whether you need to get that diplomat home or not. Or whether he was caught and eliminated. You do not need to be at war to steal secrets. However getting caught could cause one. - 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 current movement penalty doubled. - Supported Attacks: Some units could act together to produce an attack of higher attack strength than either are capable alone. For example, cavalry, phalanx and legion, or musketeers and artillery. Engineers perhaps. - 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. - Non-City Disasters: Floods, Volcanoes, Earthquakes, Epidemics, Forest Fires, Famines, Hurricanes/tornadoes/tropical storms, these should affect units, terrain, and cities. Things along the lines of if a city has an epidemic you don't want to attack it in case your unit catches the bug and carries it elsewhere. These things should damage/destroy units and improvements. - 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. The computer uses these specifications to figure out the cost of the unit. - Grouping Of Units: This allows units to be placed into a group, which means that they move as one unit. This allows for example caravans and diplomats to be moved along railway lines much more easily. - Allowing the use of more than one settler unit, in order to speed up building roads etc also makes sense. If a square is 25 miles on a side, then only allowing one settler unit to do each thing makes little sense. Especially as by 2000AD the unit with 10000 people should be either 100x as fast as it was in 2000BC at building roads, or else only have about 100 people in it. - 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 turns that should have been required to construct the improvement, cause unhappiness in home city, next improvement takes double time, and have a chance that the unit will be disbanded. - 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 2 resources for the time it is active and 1-3 turns to become active. (Might want to make it possible to use reserve units to quell unrest in a city - it worked in L.A.!) Only one unit per city can be placed in reserve. This is a unit action like fortify or sentry. - Airstrip, Built by engineers, takes three times as long to build as a mine. Allows planes to land and take off, as if they had returned to a city. Must be supplied with production and food resources via lorry and cargo ships or airplanes. One production and one food resource is used up each time a plane leaves the airfield. This represents the fuel and spare parts for the planes and the food is eaten by the complement of staff at the airport. If no food is available then the airport starves and must be rebuilt, if no production resources are available then planes cannot refuel and thus cannot leave the airport. 9.2) UNIT DESCRIPTIONS Explanation, units described as in CIVILISATION, the black book. -Unit ATTACK-DEFENSE-MOVE(Advance)[cost]:Description. - Nomad 0-1-1(Available from start)[0]:This means that "civilizations" can operate without any cities. Nomads don't need suport of any kind and act like 0-point (use their square only) cities that move around. Nomads can build and maintain military units, they use the food from their square to breed. Everyone starts the game with nomads, and have to make the "cities" advance to be allowed to make settlers with them. Nomads can't irrigate, build roads, etc. and they aren't very efficient, so once the player has developed cities the need for nomads will diminish. Nomads can generate one food from any square, but can only generate two food points at grasslands or rivers (or resource squares). Ten food points or ten resource points are needed to create another nomad. If a qnomad cannot feed itself (1 food point per turn) it will die. -Engineer 0-2-1(Engineering)[40]: Can make roads, fortifications, bridges, mines, border stations, freeways, fences, railroads, mines and irrigation as settlers, but completes the building process in two thirds of the time. Cannot build cities. Can build an Airfield. Can pillage land improvements. Also might have better combat values or some special combat ability (units stacked with engineers increase attack strength by 50% (?) ). Requires one food and two shield points. -Prospector 0-1-1(Prospecting)[60]: This unit can move about the terrain hunting for new special resource sites, any square has a possibility of revealing a special resource, it takes 2 turns for the prospector to find any resource if it is there. A nominal 5% chance per square, modified by the terrain type and surrounding terrain types, and the closeness of any other special resources and of course a random value to make it difficult to predict. Any square can be prospected by any prospector once only. -Refugee 0-0-1(Available from start)[0]: These are created involuntarily when a city either goes into disorder, when a city is attacked, when a city is taken over or when the player chooses. There is a 5% chance each turn a city is in disorder or each turn a city is attacked, after the first turn, that for each city dweller, one of these units will be produced and leave the city heading for the nearest better city, whether happier, larger, more excess food, more city improvements, etc. The refugees will have no home civilization. Once at the new city they join that city increasing its size by one. Each turn they move there is a 5% chance that they will decide to settle, creating a city of their own and belonging to the parent civilization. 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 in this case. Refugees will be disbanded after a few (5-10) turns if they are not used. The player has control over refugees he creates. Attacking a refugee unit would convert them to your civ or destroy them (your choice). -Explorer 0-1-3(Map Making)[30]: Can meet with king of another civilization. With the high movement rate and early availability in the game this piece is very useful for exploring the land mass. Should require mapmaking (and writing for meet with king function). -Spy 1-1-2(Writing)[50]: Can steal technologies, can sabotage city production or a city improvement. Can Spy on city. Can sabotage the food storage area. The spy only has a 1 in 3 chance of being eliminated in his work, and only a 1 in 3 chance of causing the other civilization to go to war. In the players city a message is produced which states something has been sabotaged by a spy and has a 1 in 3 chance of reporting the home civilization of the spy and the option to go to war with that civilization. -Fishing Fleet 0-0-3(Navigation)[60]: Harvests food from the ocean outside the city periphery. When instructed gathers one food per turn from a sea square, 2 food from an ocean square with the fish special resource. Can hold up to 10 food. These can be taken to any city and unloaded increasing that cities food store by the amount of fish caught. The piece can be programmed to travel between two points, an ocean square and a city and then left to continue on its own. Only one Fishing Fleet can gather from a sea square at any one time. -Oil Rig 0-1-1(Refining)[180]: This unit can be moved to station itself over an oil special resource in the ocean and then instructed to drill for oil, it will then give the 4 resources to that square, oil in ocean squares cannot be utilized until an oil rig is activated on that square. -Headquarters 0-2-2(3)(Gunpowder)[60]: Allows 2 units to be assigned to it which then do not count towards unhappiness in a city if in republic or democracy. HQ cannot lie within a city else the units assigned to the HQ are assigned to that city instead. Units are homed to the HQ like cities. HQ units are lost with the development of Combustion, but any HQ units built after this advance move at the rate of 3 squares per turn. If a HQ unit is destroyed then attached units either disband 60%, attach to nearest city friendly 30%, go over to the civilization that defeated the HQ 10%. This unit does not cause unhappiness in cities when it is outside a city. -Cargo Ship 0-0-4(Industrialization)[50]: Will carry 10 food or/and production city resources across the seas. When this ship lies in a city empty, you are prompted with the city display to fill it with food or/and production resources from the food store and production boxes of the city view. Any resources on a ship arriving at a city are immediately transferred to the food store or the production box of that city. -Lorry 0-0-3(Automobile)[30]: Will carry 10 food or/and production city resources across land. Acts like the Cargo Ship described above. -Cargo Plane 0-0-8(16)(Flight)[90]: Will carry 10 food or/and production city resources through the air, moves like a bomber over 2 turns. Acts like the Cargo Ship described above. -Troop Carrier 4-4-3(Labor Union)[50]: Carries one footsoldier unit, militia, phalanx, musketeer, rifleman, paratroop, marine etc. If the carrier is destroyed then any unit within is also destroyed, any unit within does not count towards the defense or attack of the carrier. -Transport Plane 0-1-8(16)(Advanced Flight)[100]Can carry any two land based unit. If the plane is destroyed then any unit within is also destroyed, any unit within does not count towards the defense or attack of the plane. The unit within can be dropped at any point provided land lies beneath the plane. -Attack Helicopter 10-3-6(Helicopters)[80]: This is the tank busting helicopter, however it can just as easily be used against any other opponent in the air or sea as well as on land. -Transport Helicopter 1-2-6(Helicopters)[80]: Can carry any one land based unit. If the helicopter is destroyed then any unit within is also destroyed, any unit within does not count towards the defense or attack of the helicopter. -Radar Station 0-1-2(Electronics)[120]: Detects any airborne units within 4 map squares of the station. May be stationed within a city on Sentry duty. -Stealth Bomber 16-3-8(Stealth)(16)[240]: This bomber is essentially invisible when in the air, Only if it passes next to another airborne unit is it visible and it becomes invisible once again when it moves past. It is also visible when it attacks but again becomes invisible as soon as it moves away. When Photonics developed, stealth bombers are no longer invisible. -Paratrooper 4-3-1(Conscription)[40]: These units can be dropped by plane and can automatically make an action, whereas any normal unit must wait until the next turn. -Marine 4-3-1(Conscription)[40]: These units can disembark from a ship and can automatically make an action, whereas any normal unit must wait until the next turn. -Cruise Missile 30-0-6(Rocketry)[120]: This unit is deadly if your opponent is within range, can be fired from a city or carrier unit. SDI protects a city from the attack of this unit. Unit explodes on hitting an opponents unit or at the end of its available moves. -ICBM 99-0-50(Rocketry)[240]: Will utterly destroy anything it hits and may destroy other units if within one square causes all nine squares to be iradiated and to destroy any roads, railroads, mines and irrigation. Any city hit ceases to exist. For each city dweller there is a 10% chance they will become refugees, otherwise are dead. This replaces the current Nuclear unit. For Metropolises/Megopolises: Only the targeted city square is destroyed. Other squares lose X % of its population points. -Patrol 0-2-2(3)(Gunpowder)[60]: Allows 2 units to be assigned to it which then do not count towards unhappiness in a city if in republic or democracy. Patrol cannot lie within a city else the units assigned to the Patrol are assigned to that city instead. Units are homed to the Patrol like cities. Patrol units are lost with the development of Combustion, but any Patrol units built after this advance move at the rate of 3 squares per turn. If a Patrol unit is destroyed then attached units either disband 60%, attach to nearest friendly city 30%, go over to the civilization that defeated the Patrol 10%. Any unit within the Patrol activates if a unit of another civilization comes within 3 squares of the Patrol and tries to intercept that unit. If the other civilizations unit goes away then the unit would return to the Patrol. This unit does not cause unhappiness in cities. -Air-to-air Refueling Plane 0-1-4(8)(Advanced Flight)[120] If any other airborne unit lands on this unit or this unit lands on any other airborne unit, then that unit is refueled (if the player chooses) and does not need to return to base by the end of this turn. It is in effect a temporary base. The refuelled plane may continue on its journey next turn as if it had only just taken off. Any spare moves are lost when the plane to be refueled meets the refueling plane. Only one plane may be refuelled in this manner but a single plane may be refuelled many times. -Supply Line 0-2-2(3)(Gunpowder)[60]: Gives any adjacent unit a resource instead of it coming from the home city, up to a maximum 3 units. After 30 resources of output the Supply Line unit is empty and is removed from play. Until you develop "Flight". - Spy Satellite: Allows a player to zoom in on 9 squares of the planet under the satelites global position. Shows information about enemy units and cities. Should find out about some of the improvements that are in a city that the satelite passes over. Can find out what type of units are grouped on a single square. Satelite can go once round the world each turn, but can only make one shift in direction each turn and then only through 45 degrees. Can only investigate 5 squares per turn. - TV Satellites: Provides more entertainment to people, increases the effect of TV stations in cities that it passes over by 1. - Weather Satelite: Allows prediction of weather disasters, improves food production in home city by 1 for each city size ( village=+1, town=+2, city=+3 metropolis=+4, megapolis=+5 ), these units must be stationed above the home city and they will see any adverse weather systems up to 10 squares away. - Space Shuttle: A reusable space ship for carrying satellites into space. Costs more than a lot. 9.3) ALTERNATIVE UNIT VALUES Thi is a more realistic Unit-Value table for civilization. Unit Name Att Def Cost Militia 2 2 10 Phalanx 3 4 20 Legion 6 3 20 Calvary 4 3 20 Chariot 8 3 40 Catapult 12 4 40 Knight 10 6 40 Musketeer 6 10 30 Canon 20 6 40 Riflemen 12 18 30 Armor 40 20 80 Artillery 50 12 60 Mech Inf. 24 24 50 Trireme 2 1 30 Sail 4 2 40 Fregate 6 4 50 Ironclad 12 10 60 Transport 2 8 50 Cruiser 24 18 80 Battleship 70 50 180 Carrier 12 50 160 Submarine 50 10 80 Nuke 99 4 160 Fighter 24 20 60 Bomber 70 10 120 Settler 0 2 40 Caravan 0 4 50 Diplomat 0 1 30 Rule of Thumb: Attacks and defenses have been altered according to the following rules: Any unit which can be built prior to the development of Gunpowder then att/def value * 2. If Gunpowder required for the advance which enables this unit to be built then att/def value * 3. If Combustion required for the advance which enables this unit to be built then att/def value * 4. An upgrade in the factors are Mass production/ Flight With this values you will loose less artilleries on a fortified phalanx 10) CITY IMPROVEMENTS Once you have mass transit in your town and your scientists have learned the secret of Urban Planning you can add to a roaded/irrigated/RR'ed square either: 1) highrise (more population) 2) industry (if you've already got man. plant in center square) 3) trade (bank in center) This could be limited to the 8 nearest squares, or requirement that all other squares are also fully developed. - Switching Production: There should be a penalty-factor (5-10% or 5 resources wichever is the greater) 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 resources done to 30 resources done). - After Industrialisation the ability to build more than one thing at a time, say a unit and an improvement, or once you get a factory in the city. Need to be able to allocate resources to each as wanted. - 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. After development of gunpowder and explosives, city walls became a little redundant, so the defensive bonus of city walls should be reduced after these advances, to 2.5 times, then 2 times only. - 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. Thus, tanks can still kill tanks in one shot, but a lucky shot by a phalanx would no longer terminate your battleship. Units could be brought to this city and repaired. Note that each unit represents a number of vehicles. So losses may be more appropriate than damage. An option should appear automatically if you have a damaged unit in the city. - Retraining Area: You should be able to take certain units, those units that could be considered infantry that is, such as militia, musketeers etc, bring them back to a city, and spend 'x' resources on them to upgrade them to another unit, 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. An option should appear automatically if you have a unit in the city which could be retrained. - Stadium: Like Colosseum. Stadiums are the modern names for Colleseums, you should be able to improve: Park, Sportsground, Arena, Stadium, Colleseum, SuperBowl. Each improved stadium increases the number of unhappy to content and also costs more to build and each replaces the prior stadium which should be automatically deleted. The old stadium is in effect being given a facelift, you are not building a new one from scratch. However if it is destroyed then the city improvements should not go back to the beginning but continue where it left off. - Barrage balloon: gives units within a city a defense bonus of 200% against airborne attacks. Acts like city walls. - Theatre: Makes two unhappy people content. - Restaurant: makes one content person happy. - SOSUS: Undersea sonar array for detecting ships and submarines in the oceans. Must be built in two cities across an area of sea, after which any undersea vessel will be shown in the square that the submarine crossed the line. Multiple lines between several cities can be set up. A layer of at least one sea square must exist between the two cities. - Port: ships can move in and out without losing any movement points. - City council: Reduces corruption and increases production. - Civic chambers: Increases trade by increasing value of trade routes. - Hospital: Needed to increase city size above 20, greater birth rate and longer average life span in population. - Trade centre: Allows up to three extra trade routes, each trade route can now be managed by a 'tradesman' giving extra trade like scientist/ taxman/entertainer. - Research Center: Increases lightbulbs. - Polytech: Increases production as well as allowing the `businessmen' giving extra production like scientists/taxmen/entertainers. - TV Station: Makes one unhappy person content. - De-salination Plant: Requires refining and electricity, adds one more food production on each ocean square. - Horticultural centre: Doubles food production in city squares, and in immediately adjacent squares. - Fish farm: 2 extra food units in each sea square. - Airport Allows city to build airborne units and allows airborne units to land in the city. Airport includes a radar allowing the city to have a visual range of 4 squares in the air. - Space Lab: Increases light bulbs. - Fusion Reactors: As power station, no chance of meltdown, low pollution like hydro plant. - Space launch Centre: Allows a city to launch Space Rockets. - Space Rocket: A single use rocket used to propel a Satellite unit into space. - 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. Allows Prospector Unit. - 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 small cost per turn per square of rail for maintenance. Should be able to build railroads in city squares. - Freeways: A settler function, they add a layer between road and railroad. It would be quicker to build freeways than railroads. The negative would be that it would generate pollution along the route and be slower to travel on. Cheaper to build than rail but not as good. More expensive than roads but better. Allows 5x movement. Should be able to build freeways in city squares. - Tunnels: Underwater tunnels to connect nearby land masses. Like the Chunnel Tunnel. An Engineer function. Can only build beneath one sea square, must have 2 engineers, one on each side of the sea square, takes an excessively long time to build and is only available after the development of robotics. Perhaps a tunneling unit, costs 300 to build, takes 5 turns to tunnel from one land square under the sea square, requires two opposing tunneling units acting on the same sea square. The units automatically disband after finishing the tunnel. Square can then be roaded, freewayed and railroaded(no increased food or trade however), but not mined or irrigated. - 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. 11) ADVANCES - Advances should be given a value which is the sum of that advances prerequisites +1. eg. Alphabet=1, Astronomy=6,( Mysticsm=2 (Ceremonial Burial), Mathematics=3 (Masonry and Alphabet)). This gives the basis for trade of knowledge, a civilization could offer Mathematics(3) in return for Ceremonial Burial(1) and Mysticsm(2). This could also be used to decide how many light bulbs are required to gain an advance, making early advances easier to collect at a later date. (for those people like myself who have been known to leave Horse Riding and Chivalry until after Nuclear Fusion!) - Misc discoveries and events; (occuring after various advances, e.g. alchemy after medicine) These things would be minor interesting happenings, but not important in the scheme of things. Serving merely to enlarge the advances chart so that it takes longer to complete the technical advances side of the game. - The advances chart should not exist in the manual, the computer should know which advances lead where and the players must choose what looks to be the most useful advance at that time, thus players wouldn't be able to say right to get Womens Suffrage as soon as possible you need to go for this, this and this first. The ancients didn't know where science would lead them, and perhaps there should be some randomising of where certain sciences lead just so players can't eventually write all the advances down and make their own charts. Also not all advancements may be necessary, perhaps acquiring one may preclude the requirement for the other. - False advancements (e.g. Flat Earth). Cause higher science cost for the equivalent real advancement. This could easily tie in with the paragraph above for example. - Roads, irrigation and mining should be real advances, to allow more flexibility to early paths. - The seas only produce food once you get boats (a new advance), then more production once you get submarine technology. Submarine technology also lets settlers move onto water, where they can mine, irrigate, etc. - Physics should depend on philosophy or one of its ancestors, such as "reason". Note that currently Physics requires mathematics, but this is redundant, as astronomy already requires math. Making Physics require theory of gravity would slow down the deelopment of steam engine, flight, and magnetism. - Irrigation(Crafting & Construction): allows Settlers/Engineers to Irrigate a square. - Mining(Engineering & Iron-Working): allows Settlers/Engineers to mine a square. - Roadbuilding(Mathematics & Crafting): allows Settlers/Engineers to build simple roads - Shamanism(Ceremonial Burial): 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): Allows the Shift 5-6 cheat. - Advanced Roadbuilding(Industrials. & Chemistry): allows freeways - Mass Media(Electronics & Invention (or wireless communication): - Wireless communication(elecricity & Invention): increases communication factor by 2 or 3. Allows building of TV Station and Radar Station. - Free Press(Mass media & The Corp): decreases Corruption, adds one unhappy Citizen - Television(Mass media & Free press): (*discussed before*) - Propaganda(Mass media): Neutralizes the effect of the absence of one military unit. (No unhappy in Rep/Dem, Martial law given else) - Satelitte Communication(Wireless & Satellites) Increases comm worldwide Gives the CNN-WOW - Stealth Technology(Advanced Flight & Computers): Allows building of stealth units. - Artificial Intelligence(): - Weather Control(): Allows a civilization to build the weather satelite improvement. - Solar Power Satellites(): - Calendar(Astronomy): Increases the yield of food once developed. - Paper(Writing): Allows construction of library. - Printing(Invention and Paper): Allows building of Bookstore. Increases effect of library. - Telegraph(Magnetism and Printing): Increases speed of communication. - Laser Communications(Satelite Communications and Photonics): - Biology(): Allows biological weapons, better farming techniques, etc. - Photonics(): - 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! * Feudalism: How about one government type to represent European feudalism, Mayan city-states, pre-unification Germany, renaissance Italy, Greece, etc.. * The "governor" option should be available for any government type, if they can write a good one it would be such a time-saver. But it's not likely to be as efficient. - 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. - 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. - 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 at war with. (The percentages are not cumulative, of course.) Also, different types of governments should modify this bonus. Civilisations 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). 12) 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 Theatre: 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: The ability of this wonder should be reduced if a civilization is repeatedly attacked and then made peace with. 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: National Park System: For each totally undeveloped square (no roads, no irregation), one person in the nearest city is happy. If all the land within 3 squares of a city is developed, then a city automatically gets 2 unhappies. Effective only if your a Democracy or a Republic. Reason: There should be a reason NOT to develop all your lands. This would add a realistic factor balancing production to maintain a democracy or a republic while keeping some land undeveloped. - World Peace: Operates only for Democracies but would prevent other CIVs from ever attacking? - Disarmament: eliminates nuclear weapons. - Los Angeles Transport wonder: eliminates automobile effect on pollution - satellite navagation: sea units see twice as far, and travel an extra two squares. Cumulative with Magellions expedition. (transports 7!) - Michiavelli's School: allows diplomats to sabotage selected items (instead of random), and to subvert or encourage revolts for half price, and to buy enemy units for half price too. Wonders should be able to be re-built if destroyed, but cost (say) 4 times as much since it's archeological reconstruction. Perhaps only at their original site. Perhaps there should be secondary wonders, having to build 30 power plants, one in each of your cities, just because a rival civ managed to build Hoovers Dam is quite a setback. Perhaps some of the wonders should have their abilities reduced in strength. For example, Womens Suffrage only acts on the first 3 units out of each city. Hoover Dam only increases by 30% rather than 50%, or increases current power plants by an extra amount. 13) CAN YOU 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 out. 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 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 Civilisation could be a supplement put out later, after the initial release. [See civ2.future.proposal] It would be very helpful to have some of the ideas (or new ideas) presented fully detailed. For example, The wonders of the world need describing fully, when they become available, at what cost to build. The city improvements all need cost to build. Some of the advances require further details. 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! Please Note, I came a little late for a lot of the discussions within this proposal, I don't know what the "Human Genome Project" is, neither have I particularly heard of "Sun Tzu's The Art of War" Please if there is a topic in this faq that doesn't have an explanation or doesn't have a satisfactory explanation then inform me. In particular the several interesting paragraphs at the end of the advances section suggesting different governments, I am a total loss on this type of subject, If possible I would really appreciate someone helping me out and writing that particular section and I would just include it.( Maybe I should get off my backside and learn a bit about it . . . who knows ). 14) 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, Toshi Tsuboi, and Bryce Harrington, the civ2 version 1 compiler. Thanks to the following whose responses to the first civ2 future proposal faq are included in this version. Bryce Harrington, David Bofinger, Toshi Tsuboi, Steve Sherwood, zool175, Jeffrey Muday, tony ivan zbaraschuk, Capo di Capi Tutti, LHughes, Paul Brinkley, Chris Jones, Jonathon Buckel, Del Cotter, David Heath and Wolfgang Razen. A special thanks to the 200 people who didn't write in to *not* request a civ futures proposal faq ;-), and the most amazing fantastic THANK YOU to those four people who said to carry on the proposal, you know who you are, thanks. Without them, perhaps this would have been filed in that ultimate of all filing cabinets, the waste paper basket !! And at the last, a big thanks to Bryce, who put this together originally and handed it to me, who would have thought so much work goes into these things, I must have done about 2-3 hours, 5 days a week for over 5 weeks on this thing and it is still no where near organised. Thanks ;-) Jonathon Buckel, Email jon_bu@oldham.gpsemi.com or buckel_j@oldham.gpsemi.com ---------- X-Sun-Data-Type: default-app X-Sun-Data-Description: default X-Sun-Data-Name: civ2.chart X-Sun-Content-Lines: 389 CIVILISATION ADVANCES. ---------------------- Notes: () Refers to any prerequisite advance to make this advance available. : Refers to when a city improvement becomes available. + Refers to when a Wonder of the World becomes available. - Refers to when a Wonder of a World stops working. * Refers to when a unit becomes available. [??] Refers to the cost of building the improvement, unit or Wonder. [C:A-D-M] Refers to the values associated with a unit, where: C Refers to that units cost in shields. A Refers to that units attack value. D Refers to that units defense value. M Refers to that units movement allowance. {} Refers to additional effects associated with an advance. >> Is a prerequisite to the named advance CEREMONIAL BURIAL >>Monarchy :Temple[40] | ________|___________ | | | | SHAMANISM CALENDAR | +Stonehenge[??] | MYSTICSM (Drama and Poetry) >>Philosophy +Oracle[300] | | ASTRONOMY (Mathematics) >>Theory of Gravity +Copernicus's Observatory[300] | | NAVIGATION (Map Making) *Sail[40:1-1-3] *Fishing[60:0-1-3] +Magellan's Expedition[400] | | MAGNETISM (Physics) *Frigate[40:2-2-3] -Lighthouse | | ELECTRICITY (Metallurgy) >>Advanced Flight -Colossus | | ELECTRONICS >>Nuclear Power >>Rocketry :Hydro Plant[240] +Hoover Dam[600] -Shakespeares Theatre | | COMPUTERS (Plastics) >>Robotics +SETI Program[600] | | SPACE SHUTTLE *Space Shuttle[??] | | SPACE STATION *Structural[80] *Component[160] *Module[320] MASONRY >>Feudalism :Palace[200] :City Walls[120] +Pyramids[300] +Great Wall[300] | _______|_________________ | | | | MATHEMATICS CONSTRUCTION (Alphabet) (Currency, Crafting) >>Astronmy :Aqueduct[120] *Catapult :Colosseum[100] [40:6-1-1] :Port[??] | {Fortress see p37} | | UNIVERSITY | (Philosophy) ARCHITECTURE >>Chemisrty | :University[160] |___________________________ +Nobel Society[??] | | -Great Library | | | BRIDGE BUILDING ENGINEERING | (Iron Working) (The Wheel) THEORY OF GRAVITY | >>Electronics (Astronomy) | :Repair Yard[??] +Isaac Newtons RAILROAD *Engineer[40:0-2-1] College[400] (Steam Engine) | | +Darwin's Voyage[300] | | | INVENTION ATOMIC THEORY | (Literacy) (Physics) MANUFACTURING >>Steam Engine >>Nuclear Fission | -Hanging Gardens | | INDUSTRIALISATION | (Banking) GUNPOWDER >>Steel (Iron Working) *Transport[50:0-3-4] >>Explosives *Cargo Ship[50:0-0-4] {Barracks Obselete} :Factory[200] *Musketeer[30:2-3-1] +Women's Suffrage[600] *HQ[60:0-2-2(3)] | *Patrol[60:0-2-2(3)] ________________________|________ *Supply[60:0-2-2(3)] | | | -Great Wall | | | | CORPORATION PROSPECTING COMMUNISM | >>Mass Production *Prospector +United METALLURGY | [60:0-1-1] Nations[600] (University) | -Pyramids >>Electricty REFINING -Michaelangelo's *Cannon (Chemistry) Chapel [40:8-1-1] >>Plastics | | :Power Plant[160] | | *Oil Rig[180:0-1-1] LABOR UNION STEEL | (Mass Production) (Industrialisation) | *Mechanised *Battleship COMBUSTION Infantry [160:18-12-4] (Exposives) [50:6-6-3] | >>Flight *Troop Carrier | >>Automobile [50:4-4-3] AUTOMOBILE {Barracks Obselete} (Combustion) *Cruiser[80:6-6-6] *Armor[80:10-5-3] *Lorry[30:0-0-3] -Copernicus' Observatory | | MASS PRODUCTION >>Super Conductor >>Labor Union *Submarine [50:8-2-3] :Mass Transit[160] | _____________________|_______ | | | | NUCLEAR FISSION RECYCLING (Atomic Theory) (Democracy) >>Space Flight :Recycling +Manhattan Project[600] Centre[200] -Isaac Newtons College +Natioal Park | System[??] | NUCLEAR POWER (Electronics) :Nuclear Plant[160] | | FUSION POWER (Superconductor) :Fusion Plant[200] BRONZE WORKING *Phalanx [20:1-2-1] +Colossus[200] | __________|___________ | | | | IRON WORKING CURRENCY >>Bridge Building :Marketplace[80] >>Gun Powder | *Legion | [20:3-1-1] TRADE (Code Of Laws) >>Banking *Caravan [50:0-1-1] | | BANKING (Republic) >>Industrialization :Bank[120] | | COMMERCE >>Invention | | ECONOMICS :National Treasury[??] | | ENTERPRISE >>Corporation | | CONSUMERISM :Trade Centre[??] ALCHEMY (Alphabet) | | SCIENCE (Philosophy) | __________________|________________________________ | | | | | | CHEMISTRY PHYSICS BIOLOGY (University) (Philosophy) | >>Refining >>Atomic Theory | | | MEDICINE | __|_____________ (Philosophy) ADVANCED | | >>Genetic Engineering ROADBUILDING | | :Hospital[??] {Freeway} STEAM ENGINE FLIGHT {Stops Plague Disaster} | (Invention) (Combustion) | | >>Railroad *Fighter GENETIC EXPLOSIVES *Ironclad] [60:4-2-10] ENGINEERING (Gun Powder) [60:4-4-4] *Cargo plane (The Corporation) >>Combustion [90:0-0-8(16)] +Cure For Cancer[600] | :Airport | {Airstrp} POLYMERISATION | | ______|______________ | | | PLASTICS | | (Computers) ADVANCED FLIGHT HELICOPTORS (Electricity) *Attack Helicoptor *Bomber [80:10-3-6] [120:12-1-8(16)] *Transport Helicoptor *Carrier [80:1-2-6] [160:1-12-5] *Transport Plane [100:0-1-8(16)] *Air-To-Air Refuellig Plane [120:0-1-4(8)] | _______________|_______ | | | | ROCKETRY STEALTH (Electronics) TECHNOLOGY *ICBM[160:99-0-50] (Computers) *Missile[120:30-0-6] *Stealth Bomber | [240:16-3-8(16)] | SPACE FLIGHT (Nuclear Fission) *Space Lab[??] :Space Launch Centre[??] :Space Rocket[??] +Apollo Program[600] | _______|__________________________ | | | | | | MICROTECHNOLOGY ROBOTICS SUPERCONDUCTOR (Corporation) (Computer) >>Fusion Power | *Artillery :SDI Defence[200] | [60:12-2-2] SATELITES :Manufacturing (Microtech) Plant[320] | | WEATHER CONTROL *Weather Satelite[??] ALPHABET +Archimedes Engineering[??] | ___________________|___________________ | | | CODE OF LAWS MAP MAKING WRITING >>Trade >>Navigation *Diplomat[30:0-0-1] :Courthouse[80] *Trireme *Spy[50:1-1-2] [40:1-0-3] :Library[80] | *Explorer | _________|____________ [30:0-1-3] | | | +Lighthouse[200] LITERACY | | (Code Of Laws) MONARCHY THE REPUBLIC >>Invention (Ceremonial Burial) (Literacy) >>Republic | >>Conscription +Great Library[300] | | | FEUDALISM | | (Masonry) CONSCRIPTION PHILOSOPHY | (Trade) (Mysticsm) | *Riflemen[30:3-5-1] >>Medicine MONOTHEISM *Marine[40:4-3-1] >>University | *Paratrooper[40:4-3-1] >>Communism | | THEOCRACY ___________________________|______ | | | | RELIGION DEMOCRACY :Cathedral[160] >>Recycling +J.S. Bach's Cathedral[400] +Michaelangelo's Chapel[300] -Oracle POTTERY :Granary[60] +Hanging Gardens[300] | | CRAFTING (Bronze Working) | ____________________|_______________________ | | | | | | | | IRRIGATION WEAVING MUSIC ROAD BUILDING (Consruction) (Construction) (Alphabet) (Construction) +DuJinagYan | | DRAMA & POETRY (Writing) :Theatre[??] +Shakespeare's Theatre[400] | | ENTERTAINMENT +Hollywood[??] | | TELEVISION (Wireless Comms) :TV Station[??] | | ADVANCED TV :Satelite TV[??] :Cable TV[??] PAPER (Writing) | | PRINTING (Invention) | ____________|_______________ | | | | TELEGRAPH PUBLISHING (Magnetism) | | | | MASS MEDIA WIRELESS COMMS (Electricity) (Electronics) | | ______|________ | | | SATELITE COMMS | | (Satelites) FREE PRESS PROPAGANDA *Spy Satelite[??] | | LASER COMMS (Photonics) THE WHEEL *Chariot [40:4-1-2] *Settlers [40:0-1-1] *Militia [10:1-1-1] :Barracks[40] *Nomad[0] *Refugee[0]