=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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 - For the screen display, SVGA for PCs is required. 386 will be the standard PC level. Though hopefuly run on 286's but probably fairly slowly. - Variable Sized Worlds: In the customization menu at the beginning of the game there should be an option for world size ( Tiny, Small, Normal, Large, Huge ). World size being a measure of how many squares makes up a world. Tiny=60x30 squares, Small=90x45, Normal=180x90, Large=360x180,Huge=540x270. Square dimensions are irrelevent allowing people to think they are either on a small or large planet or a more detailed or less detailed view of a single planet size. Units will still move so many squares per turn as in their descriptions. (The EARTH scenario would be stored as the largest size, then have a reduction calculation. begins with 4 squares at top left, what is the most prevalent square here ? if one most prevalent then on a smaller scale the square would be the most prevalent of the larger scale 4 squares. If none prevalent then must order terrains in reverse alphabetical preference (Tundra,Swamp,Rivers,...,Desert,Arctic) Any special resource square will be kept if that square type is chosen for the reduced square type) - Random options would be nice for *ALL* the settings on how a planet is created, 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? - 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. Could the AI personality be a set of rules stored in a file, so you could have people defining AI's and setting them against each other !! - 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 possible civilizations from 8 to 32(or 64). However have a maximum of around 16 to begin the game with. Have an option that will allow new civilizations to replace civilizations already defeated. Allow splitting of civs into independent civs, Add the Persians (Cyrus), Norse (Eric the Red?), Arabs (Saladin), Polynesians (?), Japanese (Tokagawa?), Spanish (Phillip II), Carthaginians (Hannibal), Incas (Atahualpa). North American Indians(?), Mayans(?), Turkish(Ottoman), Ghana/Sudan(?), Aborigines(?) Such limitations will be hardware dependent. For instance if a computer doesn't have enough memory to support 15 civilizations at SVGA resolution, then it won't. - Civilisations which have female leaders should be referred to as Empress, Queen, Lady, etc. - Opponent Civilisations should be able to be chosen. Also the datafiles which store the civs name, leaders name and city names should be accessible for editing, so that anyone can add to the file. Someone in Finland can add Manerheim to the list or whatever. Pictures of leaders should be in .BMP format so a simple utility like pcPaint can modify them or create new ones for whatever Leader people want. - 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 eliminated. - 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. Only airborne units would be allowed to cross, simply disappearing at the top of the map and reappearing at the top of the map but on the other side of the world and visa versa. The cylindrical Earth is acceptable and OK if this is not feasable. - New Terrain Types: Streams, which will be the ends of rivers. LotsaCoal and LoadsaOil, which are essentially 2 times a normal Coal or Oil special resource square. - 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. The first civilization to develop industrialisation allows the coal and oil reserves to be visible to all civs. - 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 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 1/2. - 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 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. - Pollution caused by nuking me should be charged against the nuking civilization, not me. Pollution should also cause unhappiness. Other civs should also produce polution and have to clean it up. (Polution caused by another civ nuking you should lose them 10 points on their score, rather than yours, but seeing as the polution is on your territory (most likely anyway), it would probably be advisable to at least clean some of it up. Global warming will occur as in the current game however. - Remove the limit on the number of units per civ, currently 127. - Major Barbarian Hordes, up to 16 units in one group. Perhaps as an on/off option in the menus. (Barbarians on/off and Major Barbarians on/off) - Barbarians become terrorists in later years, can have *ANY* unit type if they are able to steal the techs necessary. - Barbarians can gain a military tech from each city they invade/spy on if a suitable technology is available. - A barbarian unit has a 50% chance of starting a civ if it takes over a city. 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: Nomads are a unit, not a city, however they will act as the first stage of development being able to build units from them as a vilage can. (see section 9 on Units for more details of Nomads.) Villages - Population 1-4; Villages can be created by nomads or refugees. A nomad must have stored at least 10 food to be able to build a village. (Settlers create towns.) A village can grow to 4 population points, BUT NO FURTHER. A village cannot automatically turn into a town. It must be converted into a town by a settler. When this is done, the "little brown hut" turns into a "cottage" and increases by one population point. A settler could convert a size 1 village into a size 2 town or a size 4 village into a size 5 town. 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. Town - Population 1-8; A settler builds towns. 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. 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} - Cities can build a unit and an improvement a the same time. If they wish to they can concentrate on one or the other or both. Thus no swapping cheat between units/improvements. Swapping between improvements will be allowed without cost. (I know this probably could be improved by saying one is put to one side but I would prefer to keep things as simple (!!) as possible) Wonders will be considered as city improvements. Caravans can add to city improvements, and thus wonders. Not to units. Caravans will disappear when used to help build an improvment. Cargo ships/lorries/airplanes transport resources around, these resources can be used to help build units or/and improvements. (Cargo type units will also be able to transport food around as well as resources, but probably not in the same load). When a cargo unit reaches a city it will be asked the question "help city build ?", if yes then a three field option menu comes up: 1) how many resources to help build unit ? 1) how many resources to help build improvement ? 3) how many resources do you want to keep on board ? Cargo type units continue until destroyed by enemy attacks. You can buy a unit or/and improvement at normal current civ rates if you wish from the city screen. - City Display: When in city display, might allow a SimCity type of interaction, where you can build multiple buildings (police station, houses, etc.) - If city in revolt, may start up a new civ instead of joining another civ, this civ will have an 90% chance of knowing every tech the parent civ had and 10% chance of destroying any city improvements in the city. And will lose one population size due to the revolt. Refugees may be created. A city in revolt is also more likely to surrender to any enemy troops laying siege to the city. - Cities should have a discontent value. This is very high in a newly conquered city. Can be reduced by luxuries, and by We Love The Prez Days. Increased by high taxes, (>60%). Increased by unhappy people. This value could be used as to decide when and if a city goes into disorder rather than the current system. Decreased by happy people. value starts at 50, above 50 the city is discontented, below it is content, below 0 it is happy, above 100 it is unhappy and civil disturbances will occur. If a city is discontented or unhappy, then conquest by other civs will be easier. Also a city will record the previous civ that the city belonged to, If that civ attacks the city and the city has not been made happy then that city will act as if it was still loyal to the old civ and possibly surrender. - Might have cities in outlying areas request to be allowed to become independant and start a new civ. If the request is accepted, the new civ will be friendly with original civ, if not then city may go into unrest. Chance of revolution in overseas colony depend on: a)distance: further from capital, greater chance b)time since founding: it takes time for overseas colony to develop feeling of being different from mother country c)"communication rate": with faster communication (planes, radio, tv etc) a sense of national unity and chance of rev. decreases d)amount of self government given to colony??(if governers are included) e)inversely proportional to tax rate - When a city falls, the conquering civ is given the option to "sack" the city, this halves the city size, any remaining citizens may leave as Refugees, most improvements are destroyed, their value in Gold being deposited into the coffers of the conquering civ. If the attackers leave the city undefended the next turn, then the city reverts to being part of the original civ, and does not join the attacking civ. - When a city falls, for 2-10 turns thereafter the city will be in turmoil, that is NO citizens will be content, and corruption will be increased. If the city is kept in order then it will return to normal. 4) EXTRA MENU OPTIONS - Should have option to *not* jump to the next unit when in the map display. Use either 'n' or 'space_bar' to go to next unit. - Barbarian Off/On - Major Barbarians Off/On - Start New Game - Load a Saved Game - NB: Loading and Saving a game asks where to save the game showing a form with 2 questions, directory? and filename? 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. See Newspaper below for one use of Communication. - 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! - When a civs capital falls, if other cities of that civ remain, then that civs leader attempts to escape (as a diplomat) to another of his civs cities. He can go to a friendly city of another civ and seek refuge there, if caught then they are captured and ransomed like Barbarian leaders. If a Leader seeks refuge in another civ, then that civs units will not attack you. - A newspaper: Every turn a worldwide newspaper would be sent out. Neutral (computer) reporters would make up stories detailing important events that happened across the globe. Big battles, weather, falling cities, crushed civilisations, whatever. This is done slightly at the moement but should be improved as follows: This communication would be built on tech level. At the beginning of the game (before paper is invented) You get wandering bards and travellers. Information is happenstance at best, and usually very late. Later this information is passed via NEWSPAPERS and is more reliable, more regular, and more timely. Later comes RADIO (or TELEVISION or whatever) and the information is even more timely (immediate). By this time you should be able to see most of the globe, so you already know all the details and just use the media to communicate with other civilizations. - "chat line". The chat line is not part of the game at all and is used as a direct line of communication between humans ("Bob? Mom says I've got to get off the phone, so can we shut the game down for the day?"). - Inter Civ Communication: Another method of communication is the direct civilization to civilization communication, with the screen shots of the leader and all. This is the primary means of communication. To send a message to another civilization you must send an envoy. Envoys are like diplomats. (maybe we could seperate diplomats into envoys and spies?) It should be possible to simply give the envoy a Goto command and have it proceed in the optimum route to the other civilization. When the envoy arrives, it delivers the message and returns with a response. I suppose once telecommunication has been developed, sending envoys would not be necessary. Anyway, when an envoy arrives, there is a fanfare appropriate to the civlization, a picture of the envoy in the civilization's style (both the picture and the music can be defined/edited by the player) and the message is delivered. If people wish, the system could be designed to send sound recorded on the spot. In other words, you sit at home with a microphone hooked to your computer and say, "And now, my most worthy opponent, I shall crush you beneath my heels. Feel the wrath of my chariots!" The other human player hears your speech and cringes in fear (or laughs hysterically). 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 - 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. Another option to the Steal Technology option would be Loot the Treasury which steals 10%-50% of the treasury of that civ if the Treasury has less than 2000 Gold, or 100-1000 gold. If you get a diplomat to investigate a city, then later on in the game you can click on that city and the old information will be shown. Useful when you get cruise missiles. In civ2 perhaps military units and city improvements could themselves become commodities. In this case add an option to the diplomats choices when he tries to move into a unit from another civ. Now have Bribe and Buy, if on good diplomatic terms then buy will be cheaper than bribe. Buying means you keep good diplomatic terms whereas Bribery doesn't. Buy will be a little like the city subvert option which costs twice as much. Buying and Bribing will be open to some sort of haggling process, when you buy or bribe you will be asked how much do you offer ? When they are buying they will offer an amount. Haggling then ensues. You should haggle well but not too well or you will insult the other civ, you on the other hand could take offense at what they offer you. (anyone played Moria in the shops ?) This of course is an extra. Generally cost of buying a unit should depend on diplomatic terms between those civs and the base cost of the unit, if that civ had to buy it in the first place, (twice the resource cost). This will allow you to effectively give a civ units by requesting 0 gold, any more than zero and they will take it as a successful haggle on their part, if you sell it cheaply that is. Giving units will improve your diplomatic standing with that civ. Selling a unit to another civilization may result in that civ gaining the technology required to build that unit. 5% chance compounded per unit. Diplomatic discussions if uinitiated by you, will take the form, click on the INFO button in the Advisors menu. This opens up a dialogue with that civ, if you have an embassy that is. You will have the option of choosing one or more of several questions, either a "What do you want" type question or a "What do you offer" type question. If you offer something and say you want nothing in return then this is a gift to that civ and might improve diplomatic relations. eg. You offer Gold, the other civ will then respond wit some choices of what it will offer in return for your offer. If you don't like what it offers then you must try something else. Offering something usually yields better rewards than wanting questions. If a civ hasn't got a tech, then you could offer this, they might offer units, gold, other techs in exchange. If you want a tech, then they will want something from you, they may give you several options of what they will accept. You can talk to other civilizations at any time. Other civilisations will contact you and will either have an offer for you or a want, you can decline as they can, or you can state what you will offer in return, or something that you want. However when you offer something, if the deal falls through, meaning they do not offer you anything you will accept in return then this could sour relations. Similarly if they do not accept a reply to an offering they made you may get upset because they decide to withdraw their offer. Possible Diplomatic offerings/wants will be Gold, Units, City Improvements, Technologies. City Improvements will have a value in gold equal to twice their resource cost at least, improvements must still be built in the city, payment for an improvement is in 2 parts 1/2 now and 1/2 at completion, so if you do not have the Ceremonial Burial technology and are offered a Temple which you offer 50 Gold for and they accept your counter offer, then you pay them 25 gold and then when you go to your city screen the option to build a temple will be there, for one time only, you choose to build the temple in a city, when the temple is finished using your own cities resources, or even buying the improvement, the other 25 gold is given to the other civ. If for some reason you change your mind part way through the development of the temple to a marketplace then you will not be able to go back to the temple, but you won't have to pay the completion costs of 25 gold. Technology advances cost a lot, a level one advance costs 100, Any advance with prequisites follows the formula below, so in civ1 Alphabet=100 Gold, Monarchy=700, Republic=1200 etc. Advances should be given a value which is the sum of levels of that advances prerequisites plus the level of that tech. eg. Alphabet=1, Mysticsm=3, Monarchy=7, Republic=12 (multiple prerequisites are not counted) [Please note this is using the civ1 tech chart] Possible wants could also be, Remove your units from near to my cities, Asking them to go to war with another civ, Asking if you can move your units through their cities area of influence, Remove your units from this island. At these options war could be threatened by each side. If 2 other civs go to war and you have diplomatic ties with either or both, then they may contact you to help them in this war, at which point you can try to politely refuse, join one side, or threaten war against one or more sides unless they stop hostilities. If you are attacked then you can also contact other civs for help. Friendship Factor The algorithm for deciding how friendly/aggresive civs are towards you/each other seems very rudimentary. It appears they become more agresivness if you do a sneak attack, if they are stronger than you, and they become more aggresive as the years pass and of course if you are the biggest everyone hates you. They don't seem bothered if you attack but used a diplomat to declare war first. If the algorithm is more sophisticated than it might as well not be because there is not enough feedback to work out what is going on. Sugestion: Every civilisation should have a friendship factor for each other civilisation. Every turn you are at war should reduce this. Breaking treatys should reduce this a lot. Sneak attacks should make you mega unpopular. Giving in to demands for cash should reduce it. (they will despise you as weak). Breaking treaties with one civ should reduce your factor with all others a little. Freely given gifts should increase friendship. Refusing to break a treaty when demanded to do so by another civ. It should be posible to monitor quite closely what your friendship rating is so you can adapt your stratagy accordingly. Sometimes you will be attacked because you are weak or too big and dangerous, sometimes because they hate your guts. It ought to be posible to distinguish which. Alliance means you will not attack them, anyone that attacks them means you should help attack the aggressor, if you refuse then not a good sign. If your partner attacks another civ he will either ask you to help him or ask you to stay out of the war. Similarly with your aggresions. Also means you can move units through each others territory freely, though it is normal to inform the other civ first. Territory could be decided upon as being within the confines of a line between the outermost cities. eg. (numbers = cities, #=territory) .....1............ ..../#\........... ...2##\........... ....\##\.......... .....\#\.......... ......\\.......... .......3.......... The territory is from the outermost edge of influence of each of the cities/towns/megapolis in a civ. Any questionable territory will have to be discussed over a map view of the area. With each civ stating which area he wants, perhaps offering Gold etc. for land. Cost of land will be based on how many items of resources/food/trade a square is capable of with no improvements with a non modifying government, eg Monarchy. So a hill=3, arctic=0, desert=1, gold=7, these values will multiple some other values based on 100 and how close this square is to a city of opposing civ etc. (if next to a city then multiply by 5, then reduce multiplier by 1 for each square further away.)(So to buy a Gold square next to a city of another civ would cost 100*5*7=3500). - 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. - It would be nice if the largest scores could be achieved by finishing the game peacefully 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) 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 - Battles will commence as follows: Attacker attacks, if fails then defender allowed an attack, if fails then no unit is destroyed. So Armour vs Mech Inf, Armour attacks 10 vs 6, if attack succeeds then Mech Inf Destoryed, if fails then Mech Inf attacks 6 vs 5, If Mech Inf succeeds then Armour destroyed else no unit is destroyed. - When diplomats (or spies) steal technology, You do not need to be at war to steal secrets. However getting caught could cause one. - 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. - Grouping Units: Grouping can only occur between units which have the same movement factor (eg. armour and mech inf) These groups move as one, up to 10 units can be grouped together. If a group is attacked then it defends with the highest defense of any unit in the group plus half of the defenses of all the other units. If it makes an attack, then it attacks with the highest attack of any unit in the group plus half of the attacks of all the other units. If the group is unsuccessful in its defense, all units are destroyed.(Thus a group of 3 mech inf and 2 armour would have an effective defense=6+3+3+2.5+2.5=17, and an effective attack=10+5+3+3+3=24) - 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. - 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. -Airborne units can auto refuel at a city or airstrip and continue flying, however if they refuel, they cannot make an attack that turn. - Units should improve over time. For every 10 units of the same type built by a civ, the attack or(and) defense are increased by 1. - Surrendering Units. If in cities, then I think that unhappiness in cities should contribute to this possibility. Any unit in a city or fortification counts towards its "surrender possibility score". Otherwise any fortified unit risks the possibilty of surrendering. Also for surrendering to occur, the civ's must be at war. Any surrendering unit destroys its equipment thus effectively removing itself from the game. (You CANNOT gain units by this method, try capturing units instead, see below.) I think the attacks and defenses must be calculated including all bonuses for terrain, veteran, city walls, fortifying etc. so a vet artillery scores ATT=12*1.5=18 against a vet fortified city walled Mech Inf. DEF=6*1.5*1.5=13.5 so 18 vs 13.5 (artillery ignores city walls) but a vet Armour would be ATT=10*1.5=15 against a vet fortified city walled Mech Inf. DEF=6*1.5*1.5*3=40.5 so 15 vs 40.5 (quite an improvement !!) The calculation would probably be better if the city walls was applied to the atacking unit as a 1/3 modifier, makes things easier as it is the attacking unit which has the mask which says it can ignore city walls or not. So armour vs Mech Inf. would be Armour ATT=10*1.5*1/3=5 Mech Inf DEF=6*1.5*1.5=13.5 So original example is something along the lines of: 10 Attacking vet armour through city walls = 50 5 Attacking vet Artillery = 90 TOT = 140 5 Defending Riflemen (5*1.5*1.5=11.25) = 56.25 I would say that if 10 defenders then NO chance of surrender. No matter what the odds. Defenders do not have to be fortified. Each unhappy citizen effectively reduces the number of defenders in this calculation by 1. If odds are 3 to 1 against defenders then 5% chance per turn of surrender. If odds are 4 to 1 against defenders then 25% chance per turn of surrender. If odds are 5 to 1 against defenders then 50% chance per turn of surrender. If odds are 6 upwards to 1 against defenders then 50% + 10% per 6+ chance per turn of surrender. So at 10 to 1 there is 100% chance of surrender. Surrendering units are disbanded. Surrendering applies to any fortified units, anywhere, and to any other units on that square. Only enemy units can cause units to surrender. If a city has non fortified units within then their attack values will be included into the calculation. eg. example above continued, defending city has 2 cannon units aswell. 5 Defending Riflemen (5*1.5*1.5=11.25) = 56.25 2 Defending vet Cannon (8*1.5) = 24 TOT = 80.25 Another eg. 4 vet Artillery threaten vet Phalanx fortified on mountain. Artillery = (12*1.5) = 18 (*4) = 72 Phalanx = (2*1.5*1.5*3) = 13.5 Thus Phalanx probably will surrender without having to attack it, 5 to 1. If it was a Rifleman = (5*1.5*1.5*3) = 33.75 then 4 artillery don't bother it at all, less than 3 to 1. - Capturing Units. Capturing would be achieved by typing a key on the keyboard (eg. "c") and then attacking normally. The attacking unit will have a "c" character placed over the graphic (like settlers when roading or mining or irrigating). Pressing "c" again will toggle the capture ability on/off. I think only units that have a material transport mechanism should be able to be captured, I think that troop type units wouldn't join the other side do you ? Simply apply a modifier to the attacking chance of the attacker. What would the modifier be is the question ? say 1/2 normal attack chance ?? However if the retaliation rule is implemented then if the attacking unit is attacked it will have its normal defense score. So Artillery tries to capture Armour, (12*1/2=6) vs 5 probable but not always (will capture 6 out of 11 armour). So having 11 artillery try to capture 11 armour will normally result in 6 armour and 6 artillery. Leaving 5 opposing armour. Knight tries to capture armour 2 vs 5, 7 Knights try to capture 7 armour resulting in 2 Knights, 2 armour and 5 opposing armour. I think capturing a unit of a type which you do not have the technology to build, will have a 5% cumulative chance of discovering that technologies secrets. So capturing 6 units will give you a reasonable chance of aquiring the technology (probability wise anyway). I think the unit captured would lose any veteran status and also perhaps have a negative modifier to its values, unfamiliar equipment and such. At least temporarily. I also think that capturing units can be done by sea based units to sea based units and land based to land based units, but not land to sea or sea to land. (Otherwise you just send your cruiser along the coast capturing settlers thus gaining a foothold on another island very easily) - Caravans can now add their resources to either Wonders or City Improvements. But not to units. Caravans still are removed from the game once they reach their destination. Unlike cargo ships/planes and lorries. - Caravans will increase their movement rate from 1 to 2 when horse riding is known, and will increase their movement further to 3 when automobile is known - Scripting Commands Players can submit scripted orders with contact orders, and activity orders. The contact orders are: Name Abrv Explaination ------------ ----- ------------------------------------------------- Friendly F Try to make contact with alien unit(s). Obey any restrictions ordered by aliens. The default for units with F orders is Retreat. An armed unit will fight only to maximize its side's survival. Guard G Try to make contact. Order aliens to abort all activity orders. Do not obey aliens. Armed units default to Hostile, or if unarmed to Friendly. Hostile H Attack all aliens encountered. Unarmed units cannot be given this order. Kopp-Out K Do not make contact. Obey alien orders. Neutral N Do not make contact. Do not obey alien orders. Default for armed ships is Hostile, if unarmed the default is retreat. Qualified Q Try to make contact. Do not obey alien orders. Default to Hostile if armed, Retreat if not. Retreat R Automatically retreat from area if meet any alien units. Avoid combat if at all possible. Tolerate T As per Guard except do not make contact. Unarmed units default to Neutral. Ultimatum U Order alien units to leave area. Default to Hostile if armed, Retreat if not. Contact Matrix: Orders Side A F G H K N Q R T U Side B F 1 3 4 2 2 1 7 9 8 G 3 5 4 12 10 11 7 6 4 H 4 4 4 4 4 4 4 4 4 K 2 12 4 2 2 2 7 12 13 N 2 10 4 2 2 2 7 10 8 Q 1 11 4 2 2 1 7 10 8 R 7 7 4 7 7 7 7 7 7 T 9 6 4 12 10 10 7 6 4 U 8 4 4 13 8 8 7 4 4 Results: 1. Friendly contact occurs, activity orders are executed. 2. Neutral contact occurs, activity ordres are executed. 3. Friendly contact, the side with F ordrs aborts activities. 4. Hostilities occur. 5. If either side has activity orders, then Hostilities occur otherwise Friendly contact occurs. 6. Same as 5. except Neutral contact instead of Friendly. 7. The side with R orders retreats. 8. The sid without U orders reverts to default orders. 9. Neutral contact. The side with F orders aborts activities. 10. If the side with Q orders has activity orders, then Hostilities occur, otherwise Neutral contact occurs. 11. Same as 10. except Friendly contact instead of Neutral. 12. Neutral contact, the side with K orders aborts activities. 13. The side with K orders retreats. In way of explanation, players do not know who they meet unless they have friendly contact. However, each time they meet a certain alien they are notified that they met alien "A" again. It is only when they have friendly contact that they find out who and how to contact alien "A". Messenges can be sent to any alien unit and it will get back to the player in the player's report, even if you do not know who the player is; unless the unit that received the message was destroyed in subsequent combat during the 'turn'. 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)[10]: Nomads are walking cities. When a player starts from the very beginning of civilization, he gets one nomad unit. Nomads live off the land and need no support. They are able to get food and resources from the square they are currently in. They can get one point of food from any square, even those that normally produce none (such as mountains and arctic squares). There is one important restriction. A nomad must move every turn or they will get _no_ food. If two nomad units are in the same square, only one of them may gather food, resources, or trade. If a nomad exhausts its food suppply, it has one turn to gather food, or it will die. [For example, a nomad with supply of 2 food points moves into a square. That turn he gains one food point and expends one food point, leaving him with 2 points left. The unit waits in the square a turn and uses one point from his food supply, leaving one point. The units remains there another turn and uses up all of its food. The next turn it has no food left, as it has exhausted it's supply. In the following turn, if it does not move into another square it will die.] A nomad can build units if they have the required number of resource points. However, only one unit can be supported "for free". Any units beyond this require a point of resources each. Nomads may "pool" their food or resources by occupying the same square. Nomads can only produce units; they cannot build roads, irrigation, or mines, and cannot produce wonders or city improvements. A nomad may make another nomad either by spending 10 resource points or by spending 10 food points. Food points cannot be spent in building other types of units though. A nomad who survives a battle may become a veteran unit with one attack point and two defense points. Nomads may gain advances through the collection of trade points, just like regular cities. Once the farming advance is acquired, nomads may build villages. To do this requires 10 resource points. Thereafter, the nomad may 'b'uild and become a village. A nomad can be used to increase a 1 point village to a 2 point village by moving to the village and hitting 'b'uild, but no further increase is possible, that Nomad must have a store of 10 food to bring into the village before building. Any spare resources are used to build the village. A nomad has room for stores of 20 food and 20 resources. Storing food allows a nomad to remain in a square, eg useful to fill up and sit on a Gold square to gain trade. Obviously, farming should be one of the first advances on a new player's list. Unfortunately, not all of the advances are available from the start (if starting from the very beginning with nomads). Horses, weaving, shamanism, and music are always present; only one of the other four advances will be available: crafting, alphabet, bronze working, and farming. The second four are the critical ones to get developed, as they lead to all sorts of other stuff. Available tech advances will be decided upon at the time that the previous advance was chosen, this will discourage those that may save the game before gaining an advance to see what is available and if what they like does not come up, restoring the game to try and get what they like. -Refugee 0-0-1(Available from start)[0]: These are created either 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 village 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. The player has control over refugees he creates. Attacking a refugee unit would convert them to your civ or destroy them (your choice). Refugees that are not used within 5-10 turns either are disbanded or turn into nomads (50-50 chance). Villages: Villages can be created by nomads or refugees. A nomad must have stored at least 10 food to be able to build a village. (Settlers create towns.) A village can grow to 4 population points, BUT NO FURTHER. A village cannot automatically turn into a town. It must be converted into a town by a settler. When this is done, the "little brown hut" turns into a "cottage" and increases by one population point. A settler could convert a size 1 village into a size 2 town or a size 4 village into a size 5 town. Otherwise, villages are the same as described in the proposal. It is important that villages not automatically turn into towns, or else there would be no need for settlers. Villages and cities cannot make nomads. Only nomads can make nomads. Of course, you could create a refugee, costing 2 pop points, let it wander around for 5-10 turns and see if it turns into a nomad (50-50 chance). Reasons not to use Nomads once you have cities: o They prevent local cities from using the square they are on. o They're really weak and probably can't survive a battle. (They can fortify, but that would prevent them from gathering food, so they would only do that in an emergency) They'd be good for sending out to explore new areas, slowly expanding through breeding new nomads. They'd also be useful for founding new villages on the outskirts of your civilization. Thus they'd fill in the role of settlers pretty well. On any terrain square, the Nomad unit gets half of the resources available rounded down, but food is rounded down plus 1. Trade is normal, however trade is unaffected by Republic or Democracy for Nomads. Railroaded squares do not affect the amount of food resources or trade for Nomads. So resources, food and Trade for example are as follows: R F T Forest 1 1 Hills 1 1 Coal 1 1 GameF 1 2 GameT 0 2 Horses 1 1 Oil 2 1 Oasis 0 2 Seals 0 2 Rivers 0 2 1 Gold 0 0 3 Gems 0 1 2 CoalMine F=1,R=2 IrrigatedOasis F=3 IrrigatedPlains F=2 RoadedGrassland F=1,T=1 IrrigatedG-land F=2 GoldMine R=1,T=3 IrrigatedHorse F=2,R=1 NOTE, coal and oil terrain will not be available if the option to introduce them after the Industrialisation technology is utilised. Fishing: 1. Nomad fills up with required number of resources. 2. Nomad moves to sea shore. 3. Nomad builds fishing boat and releases it into the water. 4. Fishing boat goes out and gathers food and returns it to the nomad. Fishing boat[0-0-1][10]: Each turn a fishing boat is next to the nomad it adds food to the nomads store. The boat as nomads do, most move each turn to be able to collect food. If the nomad moves away from the boat, no food is gathered, it will supply any nomad unit next to the boat at the shoreline, only one nomad unit can be supplied at one time, if more than one is possible then the nomad with the least store of food will be increased. Sea = 1 food, Fish = 2 food. It is available with the Weaving advance. -Engineer 0-2-1(Engineering)[40]: Can make roads, fortifications, bridges, mines, border stations, tracks, 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. -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. -MineLayer 1-2-3(Industrialistion)[50]: Can lay mines in a sea square which is next to land, These mines cause 10 attack damage to any enemy sea fairing vessel moving into that square 50% of the time, otherwise a ship is judged to have luckily avoided the mines, if the mines attack they are removed from that square. There is a 10% chance of a ship of that civs navy being attacked in that square by the mines. A single sea square cannot have more than one minefield. Mine Sweeper ships only have a 10% chance of setting off a mine. It takes 1 full turn to lay mines in a square. -Mine Sweeper 2-2-3(Industrialisation)[50]: Can remove mines placed in sea squares, has a 60% chance of finding mines if they are present. Then the ship can attempt to remove the mines, with an 80% chance of successfully removing the minefield. It takes 2 turns to sweep a square of mines. -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)[100]: 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. Helicopters do not have to land at an airport, or airstrip. However they must refuel after their allowed moves, or they will land and not be allowed to move further. -Transport Helicopter 1-2-8(Helicopters)[100]: 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. Helicopters do not have to land at an airport, or airstrip. However they must refuel after their allowed moves, or they will land and not be allowed to move further. -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. -JetFighter 12-3-8(Rocketry)[120]: Attacks as a normal fighter plane but is better at it. -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. -Nuclear Submarine 8-4-3(Nuclear Fission)[200]: These units have the same invisibility effect as Stealth bombers. They can carry up to 8 ICBM/cruise missile units. It can attack but normally it uses its cargo to do its attacking for it. -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. These missiles can be targetted, if a spy or satelite investigates a city or group of units this unit can be instructed to attack that unit alone, or it can be targeted against a city improvement. Knowledge must be gained about the target square in order to be able to use the targetting feature of this unit. Very useful for destroying those ICBM units inside cities. There is a chance it will miss its intended target and hit something else but at only a 10% chance it is still a safe bet. -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: [120] 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: [120] Provides more entertainment to people, increases the effect of TV stations in cities that it passes over by 1. - Weather Satelite: [120] 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: [400] A reusable space ship for carrying satellites into space. 9.3) ALTERNATIVE UNIT VALUES This 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: [Ballistsic/Gunpowder/Combustion/Spaceage 40/60/100/200] Maintenance=1/1/2/3. 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. Repairing a unit costs (cost in resources to build initially/points of damage possible (eg. armour defense/damage=5, initial cost=80 thus 80/5=16) resources per point of damage. - 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: [80] Makes 2 happy->v.happy or 2 content->happy citizens. Maintenance=2. - 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: [60] ships can move in and out without losing any movement points. maintenance=1. Allows a city to build ships from Frigate onwards. - City council: Reduces corruption and increases production. - Civic chambers: Increases trade by increasing value of trade routes. - Hospital:[160] Needed to increase city size above 20, greater birth rate and longer average life span in population. Maintenance=3. - Trade centre: [240] Allows up to three extra trade routes, each trade route can now be managed by a 'tradesman' giving extra trade like scientist/taxman/entertainer. Maintenance=6. - Research Center: Increases lightbulbs. - Polytech: Increases production as well as allowing the `businessmen' giving extra production like scientists/taxmen/entertainers. - TV Station: [120] Makes 2 unhappy people content. Maintenance=1. +1 content person when TV satelite is in orbit(Maintenance+1 aswell). - 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 [200] 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. Maintenance=2 - Space Lab: Increases light bulbs. - Fusion Reactors: As power station, no chance of meltdown, low pollution like hydro plant. - Space launch Centre: [600] Allows a city to launch Space Rockets and Space Shuttles and land Space Shuttles. Aloows a city to build space based units. Maintenance=4. - Space Rocket: [200] A single use rocket used to propel 2 Satellite units 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. - Land improvements, the number of turns required is as follows: Irr. grassland, plains, desert, forests, rivers 5 hills 10 jungle, swamp 15 Track grass, plain, desert, river, tundra 2 forest, hills 4 mountains, jungle, swamp 6 Road grass, plain, desert, river, tundra 2(1 with track) forest, hills 4(2 with track) mountains, jungle, swamp 6(3 with track) Freeway grass, plain, desert, river, tundra 3(1 w.road,2 w.track) forest, hills 6(3 w.road,4 w.track) mountains, jungle, swamp 9(4 w.road,6 w.track) Rail grass, plain, desert, river, tundra 4 forest, hills 8 mountain 12 Mine desert, grass, plain 5 mountain, hill 10 jungle, swamp 15 Polution any terrain type 4[I think ? JB] Radiation any terrain type 8 - Tracks: A settler function, they are the first type of roads, they are very similar to civ1 roads in that they have +1 trade on Desert, Grassland, Plains, Horses and Oasis terrain squares. Movement along tracks costs half normal. - Roads: Once the Roadbuilding technology is known to a civ, roads are built instead of tracks, and existing tracks can be made into roads, movement along Roads costs quarter normal. Roads will produce polution along their length, Each square with a road built has a 1% chance of producing polution per turn. - Freeways: Once the Advanced Roadbuilding technology is known to a civ, then Freeways are built instead of roads, and existing roads or tracks can be made into freeways, movement along freeways costs eigth normal. Each square with a freeway built has a 2% chance of producing polution per turn. - Railroads: Railroads now require a small cost per turn per square of rail for maintenance, 1 Gold per 10 squares that have railroad. (So a city in civ1 with full railroading would cost 2(.4) Gold). Railroads can be built in city squares after the cities have been built. Movement along railroads costs 0 movement points. Railroads as in civ1 increase all commodities (resources/food/trade) by 50%, rounded down. Railroads can only be built on top of roads or freeways. - 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 tracked, roaded and railroaded(no increased food or trade however), but not mined or irrigated. - National Treasury: [No of cities*10, min 40] Maintenance=1 per 5 cities rounded up. 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. - 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 + the level of that advance. eg. Alphabet=1, This gives the basis for trade of knowledge, a civilization could offer Monarchy(7) in return for Ceremonial Burial(1) and Construction(6). 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. At least a partial chart must exist in the manual. - 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. - 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). - Lots of advances, to be detailed more when the chart is complete. 12) GOVERNMENT TYPES - Split Government type into 2 or more areas, One - System e.g. despotic, theocratic, monarchic, democratic, anarchic. Two - Policy e.g. Socialistic, militaristic, communistic, etc. Three - Economy e.g self sufficiency, barter, market, etc. some example translated from old game despotic into military despotism ( maybe have a tribal government type, only suitable for small nations) democracy into socialistic democracy republic into capitalsitic democracy communism is more a mis-used term disguising military despotism. [Needs thoughts by a political type person, and economist probably, which I am NOT, JB] - Theocracy: No corruption, max 20% trade to 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 or telegraph ? - 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.[This is TOO strong a government for waging war JB] - 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. - Economic types. Need tech advances to progress to next one, and what type you have affects the efficiency of production? Economic types: a)self sufficiency- nomads only produce for their current requirements b)barter economy- exchange of surplus goods produced c)simple market economy- discovery of money, used to buy sell d)market economy- the US today e)fascist- mainly market but gov. instructs big companies what to produce and they get to keep the profits. Good for wartime. f)communist- gov. owns everything and decides what to produce. Lots of corruption, ineffeciencies. g)computerised- computers run the economy with 100% effeciency.[This might be in an advanced type civ game, JB] 13) WONDERS OF THE WORLD Ancient ------- Colossus: Pyramids: [400] Hanging Gardens: Lighthouse: Oracle: Stonehenge: [200](Calendar) Helps crops, +1 food production in each food producing square in that city, Boost science until development of Astronomy, +5 light bulbs in that city. Expires with development of Physics. DuJinagYan: [300] A massive irrigation project that will irrigate and road every square around a city (ie 23 squares).This effect is NOT affected by a civs governemnt (ie. if in despotism -1 food if 3 or more food). Classical --------- Great Library: Great Wall: Archimedes' Engineering: [200] (Alphabet) Gives two additional tech advances, cannot be built after Invention advance. Plato's Republic: [300] (Philosophy) WHAT ???? Aristotle's Science: (Paper) The next 4 advances of this civ will be gained at half normal cost. Expires upon development of University. Cannot be built after Invention. Holy Text: (Religion) Sun Tzu's The Art of War: Renaissance ----------- Copernicus's Observatory: Shakespear's Theatre: [500] Makes up to 5 happy citizens, very happy. Expires with Television advance. Isaac Newton's College: J.S. Bach's Cathedral: Magellan's Expedition: Michelangelo's Chapel: Industrial ---------- Darwin's Voyage: Cannot be built after Microtechnology advance. 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: [300] (Constitution) Would attract refugees from dissatisfied cities. Nobel Society: [300 +1000 Gold] (Explosives) Allows buying of technology advances from other civs at half the normal rate. Olympics: [200, Maintenance 10 Gold per turn, City must have a stadium if the festival is called. (which is every 50 turns)] Causes every person in that city to be one stage nearer happiness, content->happy, happy->v.happy, unhappy->content etc. for the duration of the festival, which is 8 + 1-4 turns. The stadium MUST be updated either before or during the festival period. Else the happiness stops. Receive 10 Gold from each other civ in the game. Electronic ---------- Hollywood: Increases happiness throughout civilization, and attracts refugees. Manhattan Project: Apollo Program: [1000] National Park System: For each totally undeveloped square (no roads, no irrigation), 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 you are in 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. - satellite navigation: 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 ALL have their building costs increased. 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. 14) CAN YOU HELP? The ideas in this proposal were discussed in the internet post area known as comp.sys.ibm.pc.games.strategic. Most of this proposal was compiled from other people's ideas. As the compiler of this file 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. 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! As you know, this proposal will form the basis around which the net version of civ2 is going to be written. 15) 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 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. Thanks to the following whose responses to the second civ2 proposal are included in this version. Bryce Harrington, David Bofinger, Toshi Tsuboi, Wolfgang Razen, Jonathon Buckel, Alan Mills, Maarten Keijzer, Bert Medley, Space Case Jas, Giuseppe Angelo Damiani, Jack Vinson, Jacob C Kesinger, Chang-Jia Wang, moz, John Gordon, Michael Bischoff, Marin Gjaja, Todd Walk, Jamais Cascio, T Judge, Kalev Kask, Joseph Manuel Finete, Andrew Klossner, Devin Cassas, Jacob Seigel, Ron Bense, Craig Whiteman, Ste Jagger, Jack Chan, Josh Elvander, Bob O'Brien, Daniel Brian Lake, Paul Brinkley, Aaron T. Hamilton, Dr T R Judge, and loads more who I can't remember or trace. Jonathon Buckel, Email jon_b@oldham.gpsemi.com or buckel_j@oldham.gpsemi.com