Civ Ideas & Suggestions Not-Worth-Their-Own-Thread

I really hoped that C5 would take diplomacy to the next level....I want the experience of BARGAINING with other civs.....I think this additional diplomatic option would be great....what'cha think?

I like those ideas and putting bargaining back in. Right now diplomacy is like arguing with a 2 year old.

AI: I want a pony
Player: You cant have a pony as i have none to give you.
AI: I want a pony.
Player: How about a cookie
AI: No. I want a pony
Player: how about a ton of gold, a cookie and big stuffed bear
AI: No. I want a Pony.
Player: No I Cant get you a pony - what else can I get you?
AI: gold, silver, a new car, season tickets to the Mets..
AI ..and a pony
Player: Screw that .. all I wanted was some wine <clicks close>

Rat
 
I would like a clock in the game. This game is time consuming enough, without a clock it's harder to get back to reality. Also like Civ IV I'd like an alarm clock, but not only setting for amount time played, but to buzz at a certain time. Maybe add some sort of 'snooze' button like 10 more minutes or 2 more turns, in case it buzzes during a crucial time and is ignored.

When a unit is in my own territory I'd like the pillage button to be hidden with the delete unit button.

Also I'd like the list of saved games to be sorted by most recent game saved. This would save me trying to find my last save, which in the following months will be tedious.

A warning when there are 100 turns left would be nice as well.

It seems a lot of basic things in Civ IV were forgotten in Civ V. :crazyeye:

I don't find the information given to me by my military advisor to be that in depth, it'd be nice to know where I rank.
 
Minor aesthetic change: new food resources - corn (maize) and rice. Rice replaces wheat on the Asian tile-set, and corn replaces wheat on the American tile-set. No change in function. I think that would really add to the flavor of being on a continent. (I don't know of any grain that would serve the same function on the African tile-set - perhaps Teff, based on a quick wikipedia search - but that would be good too).

I would love to see my samurai march through rice-paddies.

(they don't need to look like this: http://www.google.com/images?q=rice...tle&resnum=6&ved=0CEEQsAQwBQ&biw=1366&bih=653, but that would be really cool)
 
There is a MOD that adds a clock....don't know the name of it, but it was incorporated into the "CCMAT Mod," which I just started playing -- so far seems like a great mod.
 
I really liked being able to regenerate a map without having to go through the whole set-up stage....

Moderator Action: Merged into not-worth-their-own thread, thread
 
3rd Option when capturing a Foreign City (not a city state)

--------------------------------------------------------------------------------
How about adding a 3rd option when you capture an Enemy city that is not a city state, that allows you to abandon the city in a state of anarchy (but retain the gold reward for capture). After a couple of turns (if not immediately) the abandoned city becomes a new independant City State? (randomly a Maritime/Miltaristic/Cultural) or a new civilization is born.

eg
Raze City
Create Puppet
Abandon City (becomes City State or reverts back to original civ or spawns a new civ)

it will take some of the frustration and happiness penalization out of accumulating unwanted cities when defeating an enemy in his city.
thank you
 
scrap civilization 5, take civ4, and seriously mod or redesign it to look like civ5.
 
Change forts to be static units that cost maintenance and can be upgraded, instead of one type of fort that has limited use have different types of fort:
Hill Fort: Can defend itself, +50% defence for any unit
Castle: Can bombard with trebuchets and defend itself, +75% for any unit
Cannon Star Fort: Can bombard with long range cannons and defend itself, +75% for any unit
Bunker: Can defend itself, +100% for any unit, +200% against ranged attacks
Missile Silo: Can house guided missiles and 1 nuclear missile or ICBM
Air field: Can house 4 aircraft and airlift 1 unit per turn

The main forts can defend themselves like a unit of their time, hill forts-swordsmen, castle-knight, star fort-cavalry, bunker-infantry. To all intense and purpose they would be these units with bombardment abilities but unable to move, they would cost maintenance, could be upgraded and allow a form of stacking.

I was also considering a civ iv cottage style upgrade every 10 turns for hill forts, castles and star forts as villages grow around them. After archaeology any fort that hasn't been upgraded beyond Star fort provides a culture income.

The most important aspect of this is the benefit to defenders, I believe forts should be overpowered, to make attacking harder.
 
Support for multiple monitors for those that have them.

Primary monitor shows the map as it does now, second monitor configured to show all the other info that currently clutters the map screen. Allowing you to simultaneously display all of the tooltip info you get from hovering over happiness, gold etc, plus the city list, score list, tech list, etc.

Make the second moniter a user configurable layout, so they can pick and chose whcih info boxes they want displayed, and also whereabouts in the layout they are displayed.

Tau Ceti did this in the 80's on the C64 IIRC, albeit on 1 screen.
 
There should to be a system to "ban" useless/broken/obsolete mods from the mod browser list to reduce the clutter. If a mod gets enough such votes vs. likes, it should get removed, or at least require some sort of "show banned" filter to be turned on.
 
I really miss the completely pointless task of builing and adding extentions to my castle in CIV I. I was hoping they would bring it back....it doesnt even have to be pointless? :D :D
I miss that too. The "throne room" or "castle" could also be the image behind the leaders, and items would appear on it. Of course many stand outside but... it could be a way to see other leaders "throne room" too. Or each time you choose a policy, a new item appears, or if you're the first one to get certain techs.



VOLUNTEERS - military units come to help in war against stronger enemy from countries with same social order policies adopted (freedom/liberty/order/autocracy).
Like International Brigades during spanish civil war? This is a nice idea. With religion back it could matter too.
But I can't imagine someone fighting for a foreign dictatorship just for the love of autocracy. They should need a cause. And they could come from every country (people could support the cause even if they live in a different regime).
I would like to see a return of partisan units from Civ 2. Whenever you conquer a city, each turn the city is in disorder or being razed gives a chance that a partisan unit will spawn within the city radius. Players would not be able to build partisans on their own.

Partisan units would be available starting in the industrial era (from my understanding of history, there are not as many instances of organized resistance prior to the concept of nationhood), and would act like a weaker Rifleman (say, 18 STR / 2 Moves) with the ability to ignore ZoC and terrain movement costs. There could also be an upgraded version in the modern era called a "Guerrilla" or something like that.

I'd like them back too, they make a lot of sense and can limit steamrolls. They could have the ability to hide, especially in hills and woods, and destroy tile improvements if they can't take the city.



I really liked being able to regenerate a map without having to go through the whole set-up stage....

Too. Just to have a nice place, not an ideal spot.
 
When a player has a unit selected it would be simple and helpful to show which hex moves are considered to be within a ZOC and would expend all movement points.

Moderator Action: Merged into the NWTOT thread. - Methos
 
Currently bombarding cities doesn't affect population but taking the city halves it. Maybe it's for limiting the power of runaway civs but it's strange.
 
FYI, the population hit from a city takeover should be moddable via the global define CITY_CAPTURE_POPULATION_PERCENT (50 in vanilla).
 
I would like to be able to attack enemy troops in neutral territory without having to declare war.

If someone sends thier troops out into the wilderness and they never come back, end up dead, and are never heard from again... you wouldn't necessarily know who killed them. It could also be fun if they survive and then make it back to a city or homeland, then they can alert your civ and war would be initiated.

I would like to be able to widdle down someone's army without having to declare war. Their troops roaming the far reaches of the earth should be vulerable to attack, without the homeland knowing about it.

Let me know what you think.

Thanks,
MM
 
Bought units should give no experience. It's a bit silly having a single city in my empire with a barracks/armory/etc
 
Back
Top Bottom