View Full Version : Civ4 Expansion or Civ5...


JohnYoga
Dec 31, 2006, 03:29 PM
Hello Folks,

My $0.02...

1. Toggle Weather: Your choice to use it, and also make geographically adjustable. IOW, the far North gets snow, while the equator (middle) area gets rain, typhoons, etc. Affects terrain (food/hammer output)/movement,etc.

2. Toggle Seasons: Interesting for war & growing/hammering things. The Germans couldn't take Russia in the winter because of it. (Tied to #1)

Have the ability to sectionalize the weather: Equator always hot/wet or hot/dry, hurricane, typhoon seasons, etc... Geography is affected by weather in differing ways...Affects terrain/movement,etc. Hmmm, now a civ in those semi-barren Northern/Southern territories may now have a built-in military defense buffer. Who knows, where there are four seasons, let each season last 300 years? You decide at beginning of game.

3. Marriages: We're friends because my daughter married your son. Add this into the diplo mix.

4. War logistics screen for your troops. For those who love the micromanaging aspects of the game, have the ability to toggle on/off, the need to worry about supply lines for troops.

5. Disease: Perhaps something like a cultural bomb, where other civs may intentionally/unintentionally spread disease to your civ. Maybe this is where a Doctor specialist should be developed in each town (your decision), just like you have the decision whether to put military unit(s) in each town.

6. Tunnels: A way to burrow into a closed civ/way of spying, or even a covert way of moving troops.

7. Rulers age & die: Toggle the ability to change ruler traits over history, make it adjustable as to when you can pick new traits, say, every 500 years? every 1000 years? The decision to change has it's consequences: Anarchy for, say three turns?

8. Decadence/Laziness/Hubris: Sure, you're rich and powerful, but your citzens have become lazy, decadent, undisciplined, whatever you choose to call it, and this rots away at the inners of your Civ...A way to toggle this aspect? Hammers, Coins, Bread, Beaker, Music Note...Safety Helmet?

Sure, some of these are semi-chance related, but so it is when the barbarians keep popping up out of nowhere too. And what about those goody huts, or even your luck at starting out in an area with great resources?

Allow for toggling these at beginning of the game, and further allow for timespan, geographic bands for some of the items mentioned.

Regards,

John:)

potatokiosk
Jan 03, 2007, 08:03 AM
1. The problem with weather is that turns are generally a year or several. When dealing with such units of time, weather basically averages out into climate, which is very much reflected by whether you have grasslands, plains, desert, etc.

2. Again, a turns is several years or one year, so each turn usually has each season in equal quantities. Would be a good tool for scenarios, though.

3. As for marriages, the game lasts thousands of years, and married people would die and be replaced hundreds of times. Either that, or they would live for an unrealistic amount of time. It would be tedious.

4. If logistics can be toggles on/off, then it would need potential advantages (not just disadvantages) so that people who play with it on don't feel like they are hurting their score or performance.

5. Disease would be an interesting feature. The severity of a disease could be decided by the health to unhealth ratio, and doctors could combat disease by being a specialist who adds four health. (number just an example. Also, they could add a beaker because doctors are involved in science)

6. Tunnels are a good idea. They could also be a way of building roads and railroads on peak tiles.

7. Rulers aging and dying would require a lot of leaderheads, and would need potential advantages so that people who play with don't have a disadvantage against those who don't play with it.

8. Laziness is a good idea, but needs a potential advantage. (your citizens could also become unusually hard working?)

JohnYoga
Jan 03, 2007, 10:07 AM
1,2,3, and 7...Right, that is why I had mentioned that the certain weather, season may last 300, or ? many years. Same idea for a marriage,leader's rule, etc...

In other words, these features happen in the real world, and were certainly involved with history making...put them into this history-making game.

I don't know how many years, let Firaxis play with differing time increments, and then allow several increments of time be available for a user to pick one at game start.

I guess I am saying that perhaps we shouldn't think of these in terms of one year, but a batch of years. As you know, the game jumps in time with each turn too...Firaxis decided on the time per turn, let them do the same for weather/seasons...

4. Right...Let Firaxis figure out what would be good and bad for logistics.

There is a mod a glanced over the other day which includes a logistics feature. Something like for each turn a military unit is away, it uses X amount of hammers, and Y amount of food. I think there is a point in turns where the military unit needs to go to a friendly city to replenish it's hammers and food. I like it! Now I need to scrounge around, look for and play that mod!

8. Yes, correct...Let Firaxis figure out pros and cons, but really, we have that issue in the real world too. One mod has it that when a civ gets "too big", there is a civil war potential. Perhaps that is the end result, the worst case scenario for a monster civ. Maybe an education incremental unit (add to our listed beaker, bread, hammer, music note)?

A thing on user selection/worth of a feature: I really don't see Barbarians as being very useful. I find them as a random, pure-chance-oriented thing, which is completely annoying. Therefore, I turn them off for my gameplay. The pros of using them? Minor skill improvement for the poor sap which doesn't get killed by them. Others may say that they keep you from growing too fast in the early game/not paying attention to your military early on, but I find that not doing growing much in the beginning makes the game too boring.

What I fear is that Civ5 is going to have us go to the moon, colonizing other planets, turning it into a sci-fi game. Please no! Keep adding more and more choices, and variables throughout the game here on earth!

Thanks for your post.

John

Lonkut
Jan 04, 2007, 11:01 PM
They should add more options when running our emprie. Mass deportations, great purges, slavery, covert ops, false flag attacks and all the other good stuff that that the leaders of the past and present have done and still do. A nice feature that I want to see is the formation of new civs that have rebeled against your or AI's rule like in Knights or Honor where cities rebel and form their own nations. Combat needs to be a little more like real life to make it more challenging.

JohnYoga
Jan 04, 2007, 11:47 PM
Lonkut,
Thanks for the post.
What is a false flag attack?
Perhaps your Knights of Honor kind of internal rebellion happens when slavery lasts too long, happiness is too low, education on the deep decline. I like it.

John