Requested Mods

Well... First, Firaxis is an American company.

Second, America is a super power. Canada... is not, frankly. It has rarely been important on the world stage, has no ancient history like many other civs that were chosen, and is not exotic.

Canada, and many other countries, are pretty much the realm of modmods. Not enough room in the main game to have all countries possible.
 
A Panzer General mod, incorporating graphics as well as the combat rules from PG2. This was the inspiration for civ5 after all, so I think it would be deserved. Perhaps terrain would have to be changed so that the maps can be larger scale.

Secondly, it seems to me that the city states could work quite well in a star wars mod - planets of the former republic being city states and the empire conquering them while the rebels are trying to woo them.
 
Get a bit more unhappy and that is EXACTLY what
Because capitals (original capitals) are involved in one of the victory conditions. Razing them would make that condition far too easy, as you could eliminate them one by one and the other players could not recapture them.

Well that makes sense. How about a mod that lets you raze original capitals after you've eliminated the civ. I'm not looking to cheese the system, I don't want bad AI placement to hamstring my empire.
 
FFH3!

And I'd be willing to contribute to such a mod, but the only useful skills I can offer are my writing skills...
 
Well that makes sense. How about a mod that lets you raze original capitals after you've eliminated the civ. I'm not looking to cheese the system, I don't want bad AI placement to hamstring my empire.

IIRC, if a civ has been eliminated and then it's capital is captured by someone else, you can liberate them in the same way you can City States. Which is likely another very good reason they don't allow you to raze them. :lol:
 
IIRC, if a civ has been eliminated and then it's capital is captured by someone else, you can liberate them in the same way you can City States. Which is likely another very good reason they don't allow you to raze them. :lol:

Another valid point, but theres got to be some kind of time limit. It would make sense that an ally could liberate him in the next X amt of turns. History is littered with long dead civs that few will remember or try to resurrect. From a mechanics perspective: sure I could liberate a civ in another civs empire but the effectiveness would diminish with every turn.

edit: So far, the only way to be sure a rival civ wont cause any mischief is to wipe them out. This leaves you with a capital that you may not want (for placement reasons or happiness reasons (especially if its an early grab)). You could puppet it, but it will build whatever it wants and drain your empires gold for maintenence (especially early/midgame), can build projects you wanted in other cities, add to unhappiness as it grows, and steal valuable tiles. At least with city states, you can choose to bribe them and get some bonuses as well. At the very least you should have an option to give broad directives such as "focus on commerce/research/war/etc" or even "stagnate culture/population/etc".

Mostly though, these pathtic villages are blight on the landscape and must be removed in order to protect dear leaders utopian dreams :p
 
First of all, I would like you to know that I regestered on the forum just for the reason of sharing this idea. But that's not the main point, and we'll get right back on topic.

Now, we all know that Civ 5 is vastly more simplistic than Civ 4. Another version of Civ Revolution, as many would put it. The main idea of this mod is to bring back the complexity and strategy of the mod that makes the Civ franchise so great. I'm sure that veterans to Civ would very much enjoy the mod if implemented.



The main idea of the mod is to bring back most of the management features of Civ 4 whilst leaving things like City-States and the new combat engine untouched (although we could let units stack and make them cheaper like in Civ 4). Things like city management, health, civics, research based on commerce, the sliders, espionage/spies, cottages, allowing players to manually choose tiles for cities to work, etc. should be implemented. No more of this crap where all you have to do is build cities near luxury resources and spam trading posts to get a proper victory.

We can also fix diplomacy in Civ 5 to make it more like Civ 4. We can add things like Vassal States and trade routes to make diplomacy more fruitful and more like Civ 4 whilst leaving most of the things in Civ 5 intact.



Please PM me if you have any interest in this idea. I'll say in advance that I have almost no experience in programming or texturing. However, I do have moderate experience in file compression and creating torrents, as well as solid knowledge of Civ 4 and Civ 5 game mechanics.
 
1. I'm german, so my english might be a little awful. My spelling particular. Sorry about that.
2. I'm not a modder, so my ideas may be impossible to realize and may not work as I thought.
3. This will be a damn long post.

Ok, my first idea/wish was about religion.
As I understand it, religion has no function at all in the game as it is. Since it played and plays a major role in some counties as well as an reason for states to enter wars and as an tool to control/unify your people it deserves a (minor) role in this game.
As the main effects on the game are covert with the "pious" civic I think effects on international politics should be added ass well.
My idea is, that once you adapted "pious" you have to choose a religion, giving you a diplomatic bonus (like honorable) to followers of the same religion and mali to followers of other religions. Other function of religion should be that it is a trigger for religion specific events/missions (more on that topic later).

Second idea/wish is that there should be more technologies and civics (ok, nothing surprising) and that they should be entwined. So that a civic conditional for a tech and otherwise around, or that certain bonuses of technologies are only available if you got a specific civic. On the part more civics and techs: they should give lesser bonuses/units/buildings/bonuses and take less time to explore.

The third idea/wish is like the first kind of Civ4: Companies. In Civ4 they were rather powerful and I don't want them back in that style, but as history showed companies and lobbies have a mayor impact on policy and economy.
My idea is, that by reaching the middle ages you get opportunities to get temporary bonuses by companies. That could be done by events/missions or a project which needs to be build in a city.

The fourth idea/wish are events. Nothing new ether but i really liked them (specifically in FFH and the FFH modmods). I think by events religion and companies could gain influence on the game without outbalancing it. You are "pious"? Crusade event - ether get a gold bonus and go to war or receive a malus on happiness. You want a temporary bonus on gold per trade route/cotton? Found the EITC (east india trading company) by acquiring half of the tapped spice. But there are other events that I think would improve the game, like floods, volcano-eruptions, tornados, game moving from one tile to another, finding and loosing resources etc. With event and chain of events (much like in FFH, just more and more entwined with techs/civics) you would even have to decide and do something in your turns. Furthermore I would like events like circumnavigation of the earth, conquering north/south pole, finding new continents etc.

The fifth idea/wish I like to be called "temporary wonders". While you have the longest trade route of all players you get the silk-route- "temporary wounder" which gives yous some gold. Same for more than half of a tabbed resource (monopolization of ...), the most allied city-states, the most coast-cities, etc.
The highest culture (and military output) could give a bonus on diplomacy, the highest science on culture, the highest production on science. Being the biggest country (as well as in land-mass as in people) should give a bonus on happiness.
All these bonuses don't need to be big but it would feel nice to have a achievment count s.th.

The sixth idea/wish is not so well thought through and is partially covert by the companies-idea, but I would like to have some kind of world-resource-market and more trade agreements and effects.

The seventh idea/wish are more information. I really would like some chart were all the resources, units, cities (tapped by me/tapped by nation/total tabbed/total not tabbed) are listed.

The eighth and last idea/wish are more "mood-lets" for the AI. Besides hostile there should be afraid, thankful, envious, angry etc. Besides, I really would like to know why there are what.

That's it, thank you for reading.

Oh and bring FFH3 !
 
Mybe these were posted, I did not have time to read everything. About two game I found these issues.

- Even the very big cities the the production is very small comparing the demand of bulidings and units.

- Science specialist are much more effective than engineers specialist. They produce 3 RP but engineers produce only one hammer as I can remember. Is this a joke counting the expensive units and bulding?

- 0 spying? You are not able to get any information from your enemy.

- Why is the hurry option is missing? Buying something from 0 is expensive that is insane.

- It seems to me impossible to protect the transport ships. You are not able to detroy enemy fleet effectively with only ship, it takes long time. If enemy has 2 ships it is possible to kill 2 of your transport even the its ships are just firage and I have destroyer or battleship. (Do aircraft can detroy transport ships? If they are without fight the issue is more harder.)

- Every invention cost in the same era / time are the seme even their magnitude are different? This is insane.

- The tile improvements why do not upgrade with scinence? It is a bad joke that the tile impr. that boos your gold have the same effect in ancient era and in modern age... This is also true for mining. (The farm can be boosted with civil sercives and fertilizer.)

- City upgrade is very slow. As I can remember hospital is the first that can help preserve the ceratin percent of food storage after grows your citiy. Maybe the granary or other building sohuld give 25% in earlier stage of the game.


Is is hard to make it to lower the required hammer for units and vehicles to boost up a bit the game? I guess that putting new features can be hard but changeing "only" (?) some values in database?:rolleyes: Even this small change can help improving the game.
 
Didn't want to edit my previous post to add this "new" idea/wish. It's long enough.

Ninth Idea/wish:
I think one of the characteristics of Civ are the specific traits of the leaders and the special advantages/unites/buildings a civilization possesses. But while characteristics of a specific leader actually makes sense special advantages, units and buildings tied to civilizations don't, since I'm "rewriting" history and not repeating it.
So my wish would be to remove the ties of units/buildings to nations, as well as "national" advantages and entwine these with events (yeah I love those), civics and techs.

So if you want the panzer-uu you need to have some tanks and then research a tech which allows to upgrade them into panzer. The tech would only allow you that and would be researchable only by the first player. If you want your civilization to gain bonus gold from pillaging, you need to raze x cities and/or y barbarian encampments. If you want to have faster ships/more culture/gold per trade route accomplish similar tasks, same with units and buildings.
My ideas for triggers are possession of minimum (units, output, population, cities, allied city-states, defeated units/players etc), special tech researched and task/mission absolved. The abilities of the nation and units/buildings should be limited though. I think a limit of one national ability (the later in the game you acquire the ability the more powerful it should be) and a limit of two buildings+units per era would be fine. I wish these aspects were a little more like the unimportant trait in Orbis.

In addition to that, I think leader and nation should be selectable separately. The leader should have some fixed quality, while the nation should have none (and acquire them via play).
 
Just registered but long time Civ fan, my wishes for a Civ V mod:
- Expanded City States types and diplomacy: more mission, better interaction and long time cooperation could lead to Puppet-State and annexation.
- I like very much the stategic resource management, all resources should work that way: maybe you got a gold (6) or a sheep (4) resource. You could use that to fuel building bouns: granary +1 food (+2 additional foods with wheath) maybe in a tiered way so that granary could become Food market +2 food (+2 additional food with wheath or rice, bonus stacks) and so on.
- Reworked unit promotions
- Religion!
- Everything from the [Annoyances & Issues] thread

and of course FFH3!
 
Another valid point, but theres got to be some kind of time limit. It would make sense that an ally could liberate him in the next X amt of turns. History is littered with long dead civs that few will remember or try to resurrect. From a mechanics perspective: sure I could liberate a civ in another civs empire but the effectiveness would diminish with every turn.

edit: So far, the only way to be sure a rival civ wont cause any mischief is to wipe them out. This leaves you with a capital that you may not want (for placement reasons or happiness reasons (especially if its an early grab)). You could puppet it, but it will build whatever it wants and drain your empires gold for maintenence (especially early/midgame), can build projects you wanted in other cities, add to unhappiness as it grows, and steal valuable tiles. At least with city states, you can choose to bribe them and get some bonuses as well. At the very least you should have an option to give broad directives such as "focus on commerce/research/war/etc" or even "stagnate culture/population/etc".

Mostly though, these pathtic villages are blight on the landscape and must be removed in order to protect dear leaders utopian dreams :p

Eh, I've usually found capitals useful (some nice resources), but see your point. Likely needs DLL work though.

First of all, I would like you to know that I regestered on the forum just for the reason of sharing this idea. But that's not the main point, and we'll get right back on topic.

Now, we all know that Civ 5 is vastly more simplistic than Civ 4. Another version of Civ Revolution, as many would put it. The main idea of this mod is to bring back the complexity and strategy of the mod that makes the Civ franchise so great. I'm sure that veterans to Civ would very much enjoy the mod if implemented.



The main idea of the mod is to bring back most of the management features of Civ 4 whilst leaving things like City-States and the new combat engine untouched (although we could let units stack and make them cheaper like in Civ 4). Things like city management, health, civics, research based on commerce, the sliders, espionage/spies, cottages, allowing players to manually choose tiles for cities to work, etc. should be implemented. No more of this crap where all you have to do is build cities near luxury resources and spam trading posts to get a proper victory.

We can also fix diplomacy in Civ 5 to make it more like Civ 4. We can add things like Vassal States and trade routes to make diplomacy more fruitful and more like Civ 4 whilst leaving most of the things in Civ 5 intact.



Please PM me if you have any interest in this idea. I'll say in advance that I have almost no experience in programming or texturing. However, I do have moderate experience in file compression and creating torrents, as well as solid knowledge of Civ 4 and Civ 5 game mechanics.

This has been discussed to death, but no, Civ5 is not more simplistic. It is just different. It comes down to being offered many small, relatively unimportant decisions (thereby involving you more), or a few crucial decisions that affect you for the entire game (thereby being more meaningful). Neither is inherently more complex; They are different approaches.

As for your list of points:

  • City management? What exactly do you mean?
  • Health may be a valid addition, depends on how it's done IMO (I'd make it an aspect of the city, like in civ4, to differentiate it from happiness)
  • Civics can already be added if you tweak the policies. I've already explained how. :p
  • I would not base research on commerce again, personally. I like them being separate, and the sliders were just meaningless drivel to give you the illusion of action each turn. :p (Yes, I know they had real effect, but the point still stands; They were generally nothing more than a turn-by-turn tweak, and I prefer having them separate)
  • I despised espionage in BtS.
  • Cottages can be readded easily, necessary tags are still there. Hell, you can even have it upgrade faster if it has freshwater access.
  • Players CAN manually choose tiles. Just expand the 'citizens' tree in the city menu.
  • What 'diplomacy' in civ4? Really, there was none. It was manipulation of game mechanics, not diplomacy; You switch to THIS religion or THAT civic to get them happy with you, nothing more. I'm not saying it's great in Civ5 either (it's not), but it wasn't great in Civ4. :p
  • Vassal states I would enjoy. No idea why it was removed.
  • Same with trade.
As for your strategy... Don't spam trading posts. Trust me, just don't. It hurts far more than it helps. Spam farms. Farms and lumbermills everywhere. :lol: Sure, less commerce per citizen... But you have far more citizens. Play a game where you aggressively expand and focus on food, and be amazed.

1. I'm german, so my english might be a little awful. My spelling particular. Sorry about that.
2. I'm not a modder, so my ideas may be impossible to realize and may not work as I thought.
3. This will be a damn long post.

Ok, my first idea/wish was about religion.
As I understand it, religion has no function at all in the game as it is. Since it played and plays a major role in some counties as well as an reason for states to enter wars and as an tool to control/unify your people it deserves a (minor) role in this game.
As the main effects on the game are covert with the "pious" civic I think effects on international politics should be added ass well.
My idea is, that once you adapted "pious" you have to choose a religion, giving you a diplomatic bonus (like honorable) to followers of the same religion and mali to followers of other religions. Other function of religion should be that it is a trigger for religion specific events/missions (more on that topic later).

Second idea/wish is that there should be more technologies and civics (ok, nothing surprising) and that they should be entwined. So that a civic conditional for a tech and otherwise around, or that certain bonuses of technologies are only available if you got a specific civic. On the part more civics and techs: they should give lesser bonuses/units/buildings/bonuses and take less time to explore.

The third idea/wish is like the first kind of Civ4: Companies. In Civ4 they were rather powerful and I don't want them back in that style, but as history showed companies and lobbies have a mayor impact on policy and economy.
My idea is, that by reaching the middle ages you get opportunities to get temporary bonuses by companies. That could be done by events/missions or a project which needs to be build in a city.

The fourth idea/wish are events. Nothing new ether but i really liked them (specifically in FFH and the FFH modmods). I think by events religion and companies could gain influence on the game without outbalancing it. You are "pious"? Crusade event - ether get a gold bonus and go to war or receive a malus on happiness. You want a temporary bonus on gold per trade route/cotton? Found the EITC (east india trading company) by acquiring half of the tapped spice. But there are other events that I think would improve the game, like floods, volcano-eruptions, tornados, game moving from one tile to another, finding and loosing resources etc. With event and chain of events (much like in FFH, just more and more entwined with techs/civics) you would even have to decide and do something in your turns. Furthermore I would like events like circumnavigation of the earth, conquering north/south pole, finding new continents etc.

The fifth idea/wish I like to be called "temporary wonders". While you have the longest trade route of all players you get the silk-route- "temporary wounder" which gives yous some gold. Same for more than half of a tabbed resource (monopolization of ...), the most allied city-states, the most coast-cities, etc.
The highest culture (and military output) could give a bonus on diplomacy, the highest science on culture, the highest production on science. Being the biggest country (as well as in land-mass as in people) should give a bonus on happiness.
All these bonuses don't need to be big but it would feel nice to have a achievment count s.th.

The sixth idea/wish is not so well thought through and is partially covert by the companies-idea, but I would like to have some kind of world-resource-market and more trade agreements and effects.

The seventh idea/wish are more information. I really would like some chart were all the resources, units, cities (tapped by me/tapped by nation/total tabbed/total not tabbed) are listed.

The eighth and last idea/wish are more "mood-lets" for the AI. Besides hostile there should be afraid, thankful, envious, angry etc. Besides, I really would like to know why there are what.

That's it, thank you for reading.

Oh and bring FFH3 !

Some decent ideas.

  1. I have a plan for religion. All I'll say, as it's one of the mods I'm developing actively. :lol:
  2. You mean social policies? In any case, could be interesting, but atm it appears that the screen for them is hardcoded to ten policy trees.
  3. Corporations could be interesting, if done well. I think they are boring in civ4, however. Useful, sure, but boring as all hell. :p
  4. Events would be excellent. Technically, we could implement it using just Lua; Create a table of possible results, each turn run a % chance for an event to fire and then calculate the best event choice. Would be clunky though.
  5. Interesting concept.
  6. More trade would be good, could improve diplomacy.
  7. I agree. More info is needed.
  8. And that could be fun. :p
Mybe these were posted, I did not have time to read everything. About two game I found these issues.

- Even the very big cities the the production is very small comparing the demand of bulidings and units.

- Science specialist are much more effective than engineers specialist. They produce 3 RP but engineers produce only one hammer as I can remember. Is this a joke counting the expensive units and bulding?

- 0 spying? You are not able to get any information from your enemy.

- Why is the hurry option is missing? Buying something from 0 is expensive that is insane.

- It seems to me impossible to protect the transport ships. You are not able to detroy enemy fleet effectively with only ship, it takes long time. If enemy has 2 ships it is possible to kill 2 of your transport even the its ships are just firage and I have destroyer or battleship. (Do aircraft can detroy transport ships? If they are without fight the issue is more harder.)

- Every invention cost in the same era / time are the seme even their magnitude are different? This is insane.

- The tile improvements why do not upgrade with scinence? It is a bad joke that the tile impr. that boos your gold have the same effect in ancient era and in modern age... This is also true for mining. (The farm can be boosted with civil sercives and fertilizer.)

- City upgrade is very slow. As I can remember hospital is the first that can help preserve the ceratin percent of food storage after grows your citiy. Maybe the granary or other building sohuld give 25% in earlier stage of the game.


Is is hard to make it to lower the required hammer for units and vehicles to boost up a bit the game? I guess that putting new features can be hard but changeing "only" (?) some values in database?:rolleyes: Even this small change can help improving the game.


  1. Production is meant to be low. They don't want you building everything in each city; You're meant to specialize. Whether you like that or not is a different story; I do, but don't like the method used (rather than cut production and increase maintenance, buildings should oppose each other. All basic buildings can be built, but building an advanced building (one that requires a lower tier building) could block the construction of another advanced building; Build a bank, but not an armory, for example).
  2. I agree, it's fairly ridiculous. :p That's one thing changed in the Economy mod I'm working on; Buffed them to two, and added another method of gaining production that does NOT require hills. Would put engineers at 3, but I'm trying to make non-hill cities viable; Specialists can be used by both, so I decided not to go that route.
  3. I never liked espionage in BtS so I don't miss it being gone. :lol:
  4. I agree. Looks like the base code is there; No idea how difficult it could be to expose.
  5. You mean embarked units? Not aware of any transports. In any case, I've never really had a problem with it.
  6. You mean tech cost? Not sure if they're all the same or not. If they are, it can be easily tweaked.
  7. Lumbermills are also boosted, but otherwise none of them are. I agree, might be a good thing to add.
  8. I think it may supposed to be like that, but wouldn't mind the change. :lol:
  9. It is not hard at all, and that is one thing I'm doing in my economy mod (so far all building costs are reduced by 20%)
....I actually wrote a small java program that I could input values into, and have reduced by 20%, for #9. No numpad on my laptop, so I got tired of the calculator. :lol:

Didn't want to edit my previous post to add this "new" idea/wish. It's long enough.

Ninth Idea/wish:
I think one of the characteristics of Civ are the specific traits of the leaders and the special advantages/unites/buildings a civilization possesses. But while characteristics of a specific leader actually makes sense special advantages, units and buildings tied to civilizations don't, since I'm "rewriting" history and not repeating it.
So my wish would be to remove the ties of units/buildings to nations, as well as "national" advantages and entwine these with events (yeah I love those), civics and techs.

So if you want the panzer-uu you need to have some tanks and then research a tech which allows to upgrade them into panzer. The tech would only allow you that and would be researchable only by the first player. If you want your civilization to gain bonus gold from pillaging, you need to raze x cities and/or y barbarian encampments. If you want to have faster ships/more culture/gold per trade route accomplish similar tasks, same with units and buildings.
My ideas for triggers are possession of minimum (units, output, population, cities, allied city-states, defeated units/players etc), special tech researched and task/mission absolved. The abilities of the nation and units/buildings should be limited though. I think a limit of one national ability (the later in the game you acquire the ability the more powerful it should be) and a limit of two buildings+units per era would be fine. I wish these aspects were a little more like the unimportant trait in Orbis.

In addition to that, I think leader and nation should be selectable separately. The leader should have some fixed quality, while the nation should have none (and acquire them via play).

I'm sure that would be possible, but would take either a lot of scripting or some DLL work.

Just registered but long time Civ fan, my wishes for a Civ V mod:
- Expanded City States types and diplomacy: more mission, better interaction and long time cooperation could lead to Puppet-State and annexation.
- I like very much the stategic resource management, all resources should work that way: maybe you got a gold (6) or a sheep (4) resource. You could use that to fuel building bouns: granary +1 food (+2 additional foods with wheath) maybe in a tiered way so that granary could become Food market +2 food (+2 additional food with wheath or rice, bonus stacks) and so on.
- Reworked unit promotions
- Religion!
- Everything from the [Annoyances & Issues] thread

and of course FFH3!

I'm actually doing something like the second idea, but only for the 'bonus' resources, not luxuries. :p
 
hmm didn't notice this thread, i was posting in the components thread instead. i'll repasted what i wrote on other threads :).


I haven't read other request yet , but here is my request.


terraforming with workers.

the ability to change mountains to hills to plains to lakes(or ocean).

mountain tech.(early game tech)

change mountains so its useful. like given resources. but like sailing into the ocean, you have to research tech before going over the mountain with any units or use the resources by the city.

terraforming artificial rivers . like the grand canal. would have the same effect as normal rivers. but could only use existing lake or river to extend the river.

http://en.wikipedia.org/wiki/Grand_Canal_(China)


mega cities tech. (industrial era)

double the size of the radius of cities resources. but a twin city would popout next to your city hex, but you choose the hex to plant the expanded city. also should be able to be razed etc. (i'm sick of running a large empire , i prefer mega cities). if you can have the option of doing like 3 hex max expansion(4 including original hex)


raiders tech. (early game tech)

you get to play barbarian. where you don't have to declare war on anyone by going to war. only draw back is everyone can attack you including barbarians. also each unit killed by other civilizations. they would turn hostile and attack your civ. like a hate meter like the city states have. each unit destroy is like capturing info from your raiders. eventually they'll get the id of who is behind the raiders. also should add a button to turn raider ability on and off the units but button should be only available inside your own civ cities(change uniforms :p).


change how rifles shoot.

rifle guys should be more like bow/crossbow guys. they should be able to shoot in a straight line, even a few hex away just like them, but can't shoot over units or obstecles like them but only in a straight line, unless the target is higher than the obstetrical or unit. example rifle target is two hex away with a rifle in the way. he can't shoot the target, but if the target is on a hill or mountain, he should be able to. the range should be the same as bow/crossbow. also if shooting from say hill or mountain nothing should block the shot. unless you're on a hill and a mountain is in the way to your target. also should shot a hex farther. if you're on a mountain you should be have a adventage of shooting a 2 hex farther. hill get one hex. this would making holding high ground more important.


spy-steath-snipper girl hey they got deathbots why not something like this. (modern era)

basically there should be a button for stealth/invisible. once that button is press you can't shot anything for that turn. next turn you can go around killing but once you fire your weapon, becomes visible again. and everyone can attack you. make it the slightly stronger than the late game mech infantry. (make her hot )


better map options like more trees or alot of waters or mountains or hills etc.. should be in the map selection.


leader's traits should be separated from the civs, get better replay out of it. sick of playing one nation(my favor japan cause of their Bushido lol, second fav is aztecs)


the ability raze capture capitals city as any other city.


every civ should have their special ground units ability continue on the upgraded units. even if they build new ones.

for example:

america minuteman - have their special with moving through rough as it was flat. all upgrades after that unit should have that ability. like from rifle through mech infantry. (if you add in snipper girl would be cool)

china chu ko nu - all upgrade after that should have the ability to attack twice.

rome legion- all future upgrades should have the ability work roads and forts.

well you get the idea .


all the resources should be visible not in use until you get to research the tech, it makes for better game play.

plus there are good historic basis for this. almost every thing in history i could think of folks knew about these natural resources before the advancement to use them sometimes they already use them.

hell we had horses for long as human history. we had coal use since ancient times, we had iron for a long time, we had deep well drilling for salt, natural gas was a by product use for lighting(argument for oil lol, i know its not oil but its very related :p, i'm sure if there was abundant oil in china they probably would of notice it)

only thing i can think of that doesn't have a ancient use or notice is aluminum and uranium:/ lol but its makes the game more fun to notice it before.

hmm i'll give aluminum a shot anyway . the romans and greeks use it as a aluminum salts as dye agent. they found a aluminum belt buckle in a ancient Chinese tomb.(whom ever made it went to the grave with the tech, since silver was the main currency for most of chinese history)

nothing on uranium lol.
 
I like that they've done away with stacking, but would like some way of grouping and moving adjacent units together. Would be much less tedious if I could move an army with one command rather than having to give each unit orders to move.
 
1. Being able to buy tiles from other civilizations

2. See where AI is making land claims as well as make claims of your own

3. Better City-State interface

4. Do work on Mountains

5. Make diplomacy and trade more necessary
 
3) Historical Fiction mods! If anyone has read the "Ring of Fire"/"1632" series, I'd love to play with Mike Stearns of the USE, or Gustavus II Adolphus of Sweden or Cardinal Richelieu of France. I'm sure there are other wonderful historical fictions that I haven't read that would be wonderful for mod faction ideas.

DEFINITELY!!

I really LIKE this idea! I SO want to drag a pair of Win. 308s around with Julie Sims and Gretchen Richter and the CC gang, all over central Europe, helping Mike and the UMWA get Gustav Adolphus straightened out and Vienna over it's "We're Great and you're not!" fits.
Not to mention watching the New USEAF grow from the Las Vegas Belle to a full-blown Air Force - and John Simpson building a Navy from scratch.

Me WANT!! If I was any good as a programmer, I'd do it myself. But we DO want something that works!
 
1. Better graphics for rivers, marshes etc (which i expect will come out with the blue)

2. Bring back religions. Im sorry, that was such a great aspect of the game. Especially in the mods where religions were either founded by random event or great prophet (as oppose to techs).

3. Espionage..but on a smaller scale. Civ 4 had WAY too much espionage.

4. Random events

5. Pollution..but on a smaller scale than civ 4.

6. Corporations.

Basically bring the best of civ 4 into Civ 5

I like your suggestions, especially on random events, corporations, and religion. Espionage like in the older Civ versions would be better than what was in Civ4.

My dream is a Marathon game that is really marathon. What do I mean? I dunno exactly but at least fewer years per turn in the earlier years. Would also like to see the ridiculous time frames for building things cut down. Several hundred years to build a granary (for instance) is just way too long.
 
The one mod I want more than any other right now: Something that adds the ablity to generate a cruise missile every 2 turns (or something), max of 2 (or whatever) to the GDR. What kind of giant mech doesn't have missiles??

This would be so cool (imo) that I can't believe Firaxis didn't do it!
 
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