Hi All,
I have been a long time follower of this site and I played all the civilizations so far. I have spent about 300 hours on civ 5 and even more on the older versions. I have some ideas about a new civilization that I like to share with you guys.
PRODUCTION/FINANCIAL/CITIES
- Food and Production should be global and not city restricted
- Cities grows when global food is in the plus but are capped at 5 population.
- You can expand a city with a worker and the right technology. Just like a worker can dig a mine a worker can create a suburb next to a city tile. Therefore your city can grow again to 10 population.
- people can be assigned to work a tile in your whole empire. However the further there away from there town the less productive there are. With roads and railroads your reduce there penalty
- Happiness should be on city level. Hapiness should determines how productive they are. A city can still grow but is less productive.
- Health should be reintroduced and on a city level. This should affect hapiness and therefore it effects your productivity as well. Sick people cannot work
- Some buildings should be not only build in cities. Like farm upgrades or Walls.
If you apply these rules then I think you get the following gameplay that shoud be quite interesting.
1. Big fully upgraded farm fields or production fields are vunerable for attacks and should be well guarded.
2. Cities will have different shapes and sizes and will be strategic placed.
3. You will chose which city should grow therefore creating large urban cities near a bunch of hills or massive grasslands. Maybe some villages near the border or a big defense city?
4. If you are not happy you still want to reproduce but your worklevel will be less if your not happy. Therefore if a city is unhappy it affects the productivity and income of a city and not growth
5. There needs to be a new layover to show and place your people where they need to work. showing where they live and where they work. This creates better choices which cities to grow and which not.
6. Buildings like forts and walls should be able to build outside a city given defence bonus and with walls you need to attack this first before crossing over like woodenwalls should delay units 1 or 2 turns. This is quite vital if you want to protect your upgraded farms and mines near a border.
UNITS
I didnt like the stack of doom and I partially liked the new style of civ 5. I have my own ideas see below
- There should be a limit on how much units you can have on a tile with logistics
- there should be supplies
- Armies and Group bonusses
1. With logistics what you can research multiple times you can have more units in a tile and therefore creating a more strategic options. A fort can have +1 logistics and therefore holding more units on 1 tile then normal.
2. Supplies should be introduced healing a unit and ammunition should be hampered if your further away. Special supply units can help with this and should be guarded.
3. Once you can have multiple units on a tile you can create an army with a militaire leader. Its not like in Civ3 you have 1 army that attack but you can chose which unit you select however they receive certain bonusses like archer support or flank support from horsemen
This is my first part and can continue if there are enough people who like this idea. Please feel free to ask any questions/comments/holes in my ideas.
Thinking about civ makes me wanna play civ again. So i'm off and i'm curious what you think about the above ideas. Ohh and sorry for my bad english I'm not a native speaker.
Cheers,
Elbrutos
I have been a long time follower of this site and I played all the civilizations so far. I have spent about 300 hours on civ 5 and even more on the older versions. I have some ideas about a new civilization that I like to share with you guys.
PRODUCTION/FINANCIAL/CITIES
- Food and Production should be global and not city restricted
- Cities grows when global food is in the plus but are capped at 5 population.
- You can expand a city with a worker and the right technology. Just like a worker can dig a mine a worker can create a suburb next to a city tile. Therefore your city can grow again to 10 population.
- people can be assigned to work a tile in your whole empire. However the further there away from there town the less productive there are. With roads and railroads your reduce there penalty
- Happiness should be on city level. Hapiness should determines how productive they are. A city can still grow but is less productive.
- Health should be reintroduced and on a city level. This should affect hapiness and therefore it effects your productivity as well. Sick people cannot work
- Some buildings should be not only build in cities. Like farm upgrades or Walls.
If you apply these rules then I think you get the following gameplay that shoud be quite interesting.
1. Big fully upgraded farm fields or production fields are vunerable for attacks and should be well guarded.
2. Cities will have different shapes and sizes and will be strategic placed.
3. You will chose which city should grow therefore creating large urban cities near a bunch of hills or massive grasslands. Maybe some villages near the border or a big defense city?
4. If you are not happy you still want to reproduce but your worklevel will be less if your not happy. Therefore if a city is unhappy it affects the productivity and income of a city and not growth
5. There needs to be a new layover to show and place your people where they need to work. showing where they live and where they work. This creates better choices which cities to grow and which not.
6. Buildings like forts and walls should be able to build outside a city given defence bonus and with walls you need to attack this first before crossing over like woodenwalls should delay units 1 or 2 turns. This is quite vital if you want to protect your upgraded farms and mines near a border.
UNITS
I didnt like the stack of doom and I partially liked the new style of civ 5. I have my own ideas see below
- There should be a limit on how much units you can have on a tile with logistics
- there should be supplies
- Armies and Group bonusses
1. With logistics what you can research multiple times you can have more units in a tile and therefore creating a more strategic options. A fort can have +1 logistics and therefore holding more units on 1 tile then normal.
2. Supplies should be introduced healing a unit and ammunition should be hampered if your further away. Special supply units can help with this and should be guarded.
3. Once you can have multiple units on a tile you can create an army with a militaire leader. Its not like in Civ3 you have 1 army that attack but you can chose which unit you select however they receive certain bonusses like archer support or flank support from horsemen
This is my first part and can continue if there are enough people who like this idea. Please feel free to ask any questions/comments/holes in my ideas.
Thinking about civ makes me wanna play civ again. So i'm off and i'm curious what you think about the above ideas. Ohh and sorry for my bad english I'm not a native speaker.
Cheers,
Elbrutos