The Civilization V BNW I Want To Play

gladoscc

Warlord
Joined
Aug 5, 2011
Messages
125
Less buckets to fill. More involving and interesting choices
That's what I enjoy in a Civilization game. Not continuously filling bars or micromanaging every single aspect of the game, but with interesting and strategic choices presented to you in an accessible manner.

Three Victory Types
There's a lot of mostly overlapping victory types that don't accommodated more playstyles than just 3 - Domination, Science and Diplomatic. One's for the warmonger, one's for the builder, and one's for the economist/roleplayer.

Why No Culture?
If you want to win a cultural victory, you'll have to have decided upon that already right from the start of the game. That's not interesting decisions, and that's not flexible. Culture / tourism presents very little benefits to those who have decided to pursuit another victory path, and is determinant to the gameplay.

Brave New World But
Remove espionage. It's just another thing to micromanage that does not add additional depth to the gameplay.

A Reworked Cultural System
Culture push your border's out. It's possible to lose tiles again like in Civ IV, which increases the importance of culture. The social policy system is reworked to have technology-unlocked paths that allows you to shape your civilization - with meaningful choices.

Early in the start, you can choose to be militaristic, or build up your empire. As barbarians have been made much more powerful to represent danger (your continent was not mapped out by 1000 BC), picking the militaristic route grants you bonuses that makes it possible for you to explore more, make more contacts, and have an edge when you want to conquer. Meanwhile, the peaceful route presents you with production bonuses, workers and settlers, making it a touch choice.

Classical era (which has been expanded to make ancient / classical / medieval take up longer of the game) technologies unlocks more trees. The key thing is a tree is probably not something you finish all the way through or commit - it's supposed to be fluid and give you a choice on how it's shaped.

Multiple way of acquiring science
When you take over a city, you can steal technologies depending on how far ahead they are. Trade routes provide much more science. And of course, there's research. The important thing here is to provide alternate strategies - making it possible to be among the pack in science without focusing much in science buildings, providing more playstyles and decisions for the player in how they want to build their empire.

Reduced Endgame
Admit it: by the end the game is already decided and you're just clicking on end turn again and again. That's not what's fun, so more gameplay time should be spent on earlier eras.
 
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