The Civ V wish-list!!!

I have a truckload of ideas, I'll put them on seperate posts.

First: Chapter 3 (Gameplay)

Bring Back the Palace Screen

It may have been pointless but there was just something satisfying about picking a new piece of palace courtesy of your people. Bring it back in glorious 3d :D

If you really need a purpose, it could be set where particualr pieces affect your civ or capitol city in different ways. (+1 Happiness; +2 XP for new unit, ect) Consider it an incentive to have a good approval rating ;)
 
Second: Chapter 3- #39

Another way to tweak the difficulty level is to bring back the ability to decide how passive or aggressive the AI Civs will be. (ex: Very Passive AI, Passive AI, Neutral AI, Aggressive AI, Very Aggressive AI)

Its been a real pain trying to determine which civs tend to be more aggressive or passive. :rolleyes:
 
Third- Chapter 3

I like the idea of naming natural landmarks in the world builder, but i don't want to spoil the surprises of the map, therefore:

The first civ to discover a landmark should be prompted to name it. Thus every civ will know that land mark by its given name and may even refer to them in dialog.
 
Chapter 4

Cease Fire Agreements

An agreement in which two warring civs agree to stop attacking each other yet remain in a state of war.

This would be required to be kept for a set number of turns. It could be used by an agressor as a chance to regroup; or it could be used to cool off tensions with a civ and hopefully lead to a peace treaty.
 
Chapter 4

Negotiate Allyship

This has a few benefits

1. The two civs would have a Mutual Protection Pact
2. The two civs would be able to freely trade, sell or gift any type of unit through the diplomacy screen (like you do with workers)
3. The two civs share line of sight
4. The two civs can make strategic markers on the map that only the other civ can see. (like Target the city of *insert city name*)
 
Chapter 4

Negotiate Common Wealth

1. The two civs would have access to each others technologies; it would be instantly learned and kept.
2. The two civs could effectively share a single resource. (Always Active resource sharing) The sharing ceases if commonwealth is terminated.
3. The two civs would share treasuries and financial strains and benfits. If terminated the treasury would be split proportionally by civ score and financial strains and benefits would go back to the proper owners.
 
And lastly
Chapter 4

Negotiate National Unity

One civ completely dissolves into another civ under peaceful terms.

This of course would not be considered unless relationship levels were at highest point (Friendly); and if applicable, the two nations have maintained an allyship and commonwealth for an extended period of time. (Allyship and Commonwealth explained above)
 
What I could never understand about civilization is that it starts at 4000BC.
To make the game more interesting why not start a civilization game way before this at the dawn of history. Lets assume that there are other races competing with mankind. Could the dinosaurs have evolved if the comet had not wiped them out? What would have happened if whales had evolved and used tools? With large brains could they have built undersea cities? etc etc.
Would a dominent whale culture have stopped the hunting and killing of men for food?
 
Another idea for a pre civilization game is to give it a dungeon and dragon flavour. Instead of just different races among humans why not include Elves, dwarves, gnomes etc. The new civilization game could be in two parts. You chose your race such as elves for instance and compete with the other races
and an emerging mankind. Then if you are lucky enough to survive and win this pre historic game, you join the main civilization game at 4000 BC as an elvan nation. What great scope this would give the game writers. It would take some imagination to visualise an elvan city of 2008 somewhere in Europe,
or Asia. But then of course it could be on the continent of Atlantis, if we assume Atlantis was real, and never sank.
 
That seems a lot more like a game of "SimEarth" than a game of "Civilization"...
 
I think thats a whole different series you're designing there Rolf De Wolf, stick to human history as that is the point of Sid Meier's Civ
 
I want to be able to claim land, I don't want to have to have a city nearby and its culture spread for my land to grow. I accept how this makes sense, but what happened to explorers climbing a mountain and sticking a flag in it? Perhaps you can claim whatever land you like but your "right" to it is determined by culture, or population. My other thought is that you shouldn't build a city from scratch, you should settle an area, creating a village, if this village has food and trade it can grow into a town and then a city.

The idea of being able to claim land means that you can have border disputes where two countries are laying claim to the same land. You can have annexes, build little military bases in foreign countries, or rent a tile from an undeveloped civ because it has access to a resource which you can exploit.

Of course there has to be a way to decide who has right to claim a tile. Claiming a tile off another country should lead to war but tiles could be gifted. And claiming a tile you have no right to should severely damage your reputation.

I want to see unions, like NATO, UN, European Union, African Union, Etc. (Whats the pacific one called?) I know we have the UN wonder and the Apolistic palace at the minute but they don't have enough control, or maybe too much. I want to be able to invite people to join, I want a war to be declared illegal but this doesn't stop it instantly, the nations would have to declare a ceasefire of their own accord. Perhaps the issuing of fines payable to a specific nation/nations or the rest of the Union. Different possibilities for leadership of these unions, a security council where the highest scoring countries can call for votes (at any time). Equal representation where any country can call for a vote, democratically elected leadership, weighted elected leadership (ie small or poor countries have less say), assumed leadership ie the most powerful country or the founding country. And voting in resolutions could be weighted or equal too. So there a few design choices:
Who can join? (Invite, Request, Religion, Civic)
Is membership optional? (Thinking of religions like Catholic church, will the population mind not be included, will the union mind if you leave)
Leadership? (Council, President, Monarch)
Who is the leader(s)? and how many? (Most powerful, Richest, Largest, Highest population, Highest reputation, Highest population of a religion, Elected, Equal (everyone is on the council), Founder)
How are votes counted/weighted? (Equally, Population, Military power, Religious population, Wealth, Land)
What does the union control? (Trade, Arms/Military/Wars, civics)

So as an example the Apolistic palace would be:
join: religion
membership: not optional but by choosing a different religion you can leave and they won't be happy
leadership: monarch founder(?)
voting: weighted religious population
controls: trade/military/civics after X happens only controls civics/religious style

Perhaps being given the chance to found a union is a great person ability, first to discover a technology or a build a wonder, and depending on which type of great person, tech or wonder it is effects what the union controls.
 
So you could create you own union with a great prophet that will control civics (and if you choose theology as a membership credential then it will control military too) and you get to choose who, when, what, where.

My design
Join: Invite, request
(membership is optional, of course they can choose when invited, or choose to included)
Leadership: President
Leader: Equal (Everyone gets a chance to be elected)
Votes: Land

So you can see how you could design different types of unions/alliances. Of course some design choices are mutually exclusive, if you are inviting people then they have a choice, if you were to design this union:
Join: Civic Monarch
Membership: not optional
Leadership: Monarch founder (You are the king of kings!)
voting: Military power

Then people are going to need to be pretty annoyed with you, maybe you can choose to recognise a union and if you do not recognise it then they go to war with you.
 
This topic seems more active then the other so i reposted my ideas here:

Got a few ideaa...

what about some kind of Drug Trade system?
  • Provides :yuck: and :mad: when your "involved" in it in a bad way.
  • It'll start closer to the equator, and work it's way to the north and south.
  • if some part of your country is involved in the trade, then the empires that "get" the drugs gain a :( face towards you "Drugs grown in your territory have ended up in our Country"
  • a map of the planet with arrows showing where the drugs are coming from and where there ending up and at what speed.
  • Different kind of drugs have different effect, (maybe 1 giving more :yuck: then another)
  • putting troops in an area that's involved with the Drug trade will help slow down/eliminate the problem. (like a police)

I think it can be implemented, wonder if the AI can handle all the concepts.

second idea... Immigration

  • Throughout history immigration has been an issue. Take a look at the world's newest nation, Kosovo, a country founded on immigrant Albanians. How come is this not implemented in the game?
  • Maybe theres been a recent conquest, and a captured city's population wants to return to it's original country, so it immigrates there
  • Border City, Population from another Country just joins the border city, happens alot throughout history, makes sense. Infact it's sorta already implemented in the game with culture.
  • Soldiers capture a city, and there lonely have no homes etc. so they settled down in the new city that has been captured.
  • The Romans made a Colony, but it's pretty underpopulated, the Roman citizens, seeking land, wealth, etc. immigrate to the new world.
  • Another conquests. i've captured a city, but it's filled with enemy population, i "deport" the population back to there homeland.
  • I've captured a city, but it's fileld with enemy population, i turn the population into slaves and send them to work in other cities as slaves. there ancestors settle down in there new city.
  • Rome captured a city, but it's filled with Russian population. Rome bring some romans from other cities to make my new city more "Roman"
  • My empire/city is so poor/backwards/horrible living conditions/unhappy/low life expectancy/seek better paying jobs/etc so i'm immigrating to another empire/city.
  • i made a new city, and i need workers in the new city, so i'm sending citizens there to work.
  • New immigrants can bring a new religion with them, as well as there culture.
  • if to much immigrants are in a small area, civil war may be about! which can lead to cities becoming part of the original immigrants country!
  • There could be a feature where you can control where you want immigrants to go.
  • Illegal immigration can be implemented into the game, and can cause unhappiness etc.
  • Finally a way to include Ethnic Cleansing! (which will probably create tons of unhappiness.
  • maybe a map that can show you immigration paterns throughout the world?


I'm interested in hearing your thoughts on my ideas :)

Also this is an awesome mod which imo should be implemented in Civ 5:
http://forums.civfanatics.com/showthread.php?t=226034

So what do you think?
 
On the drug front all you are really suggesting is a drug resource which proves lots of economy and causes increased corruption in rich countries with particular civics. I suppose it could work but its probably more work than its worth.

As for immigration and emigration it basically already exists, but the idea of ethnic cleansing isn't implemented which could be interesting. At the minute if you want to take over a town and remove all the natives you have to detroy it and resettle with your own people by building a new city. If you don't and there is a large population of foreigners then they will want to rejoin their empire, my cities often come back to me because of high culture.
 
I think thats a whole different series you're designing there Rolf De Wolf, stick to human history as that is the point of Sid Meier's Civ.

While i would agree with some of your statement Scilly guy it isn't strictly true. For instance you can play the game as Hannibal and end up winning the game in the year 2000. Everyone knows that Hannibal,Carthage, and the Phoenicians were wiped out first by the Romans, and then the remainder by the Arabs in the Punic wars. The Aztecs and Incas are another point. You can also win the game by being a Zulu or a Mongol. How close to human history is this? There is a strong following that believe Atlantis once existed.
Who can say what race populated this land in the long distant past? It would be just as possible for an Atlantian to win a game of Civilisation as it would a Pheonician. We all know that both are impossible. By including Atlantis we have the possibility of including mythical races like elves and dwarves. Or are short squat people, and people with pointed ears impossible. I have played
civilisation for years, and it is my favourite game. But i also like scifi and Dungeons and Dragons. I believe that adding a little spice to civilization 5
would not only liven up the game, but attract more sales. I am sorry to all if I have mentioned the unmentionable. In my book however a elf with pointed ears from Atlantis, has as much chance of conquering the world as a Phoenician under Hannibal from Carthage.
 
Back
Top Bottom