Osama Bin Davis
Warlord
I have been away from the forums for quite some time and only just started playing Civ 5 and thought I should get back into the community by sharing some Ideas that I had.
Now these have probably all been shared many times over, but I thought I would put them out there anyway to see what people think.
So I have been playing the series since the first and I think the 1 unit per tile system brought in by Civ V has been one of the best changes made.
I don't think allowing more units to a tile is needed, what is need is larger scale maps and higher supply drains to limit army sizes. And by larger scale maps I mean by 8 times what they are now.
If units cost food and more gold that grows larger as you go further from your borders it would keep armies smaller and make exploration a more tactical endeavor.
If you coupled this with the introduction of outposts and make it more expensive to create cities so you don't just have the world covered in cities. I think Cities should take up 7 hexs to make up for the larger map. At first you should only create a "village" and it grows into the 7 Hexs as the population grow, any resources would be taken over and that part of the city would provide the type of output. ie wheat would become a food district etc. This would also allow for more units to attack it, while making it easier to arrange your troops.
Technology needs to be fixed, it needs to be more fluid to allow for more choices. It should allow for less prerequisites and adaptable to each civ and their circumstances. I can't think of how to do it exactly but I am sure there is someone much smarter than me that could.
Say for example I may choose to ignore researching sailing early on, I may reach the WW2 era and be able to research submarines without knowing how to use sails. Does that make any sense?
Diplomacy needs a huge overhaul, while I would love to have a fully indepth diplomatic and personality system where the AI makes more decisions based on circumstance and long term planning. I think that is probably nigh impossible to do.
So what I suggest is going more simple, have randomised personality types for leaders that are done from the start of the game. Should with 12 AIs the breakdown should be 3 are warmongers, 1 is an explorer, 1 is only interested in technology, 3 are traders, 1 is all about culture, 1 is completely peaceful and will help everyone, 1 is all about espionage and gathering information and 1 is all uniting everyone through diplomacy.
The player wouldn't know who is what personality type and would have to meet with them and talk to them to understand the types.
From there it should be a simple points based system. Positive points for positive actions and Negative points for negative actions. The more positive the more aligned the civs are and the more negative the more hatred. With biased thrown in to account for the personality types and faiths.
Once you are close/allied for many years it would take a huge event for things to change, and if you were despised by a civ for many years it would take a huge act of positive to change things.
Take out the stupid negative points that used to happen at random for actions you can't control. The main thing is diplomacy needs to be somewhat predefined and more clear cut so the player understands what is happening, not all this behind the scenes nonsense that goes on now.
This would enusre there is a competitor for every type of victory, the diplomacy would be understood be player meaning they have more control thus making things more enjoyable
I think these changes it would kick the Civ series up a huge notch from being a great game to being close to perfect.
Now these have probably all been shared many times over, but I thought I would put them out there anyway to see what people think.
So I have been playing the series since the first and I think the 1 unit per tile system brought in by Civ V has been one of the best changes made.
I don't think allowing more units to a tile is needed, what is need is larger scale maps and higher supply drains to limit army sizes. And by larger scale maps I mean by 8 times what they are now.
If units cost food and more gold that grows larger as you go further from your borders it would keep armies smaller and make exploration a more tactical endeavor.
If you coupled this with the introduction of outposts and make it more expensive to create cities so you don't just have the world covered in cities. I think Cities should take up 7 hexs to make up for the larger map. At first you should only create a "village" and it grows into the 7 Hexs as the population grow, any resources would be taken over and that part of the city would provide the type of output. ie wheat would become a food district etc. This would also allow for more units to attack it, while making it easier to arrange your troops.
Technology needs to be fixed, it needs to be more fluid to allow for more choices. It should allow for less prerequisites and adaptable to each civ and their circumstances. I can't think of how to do it exactly but I am sure there is someone much smarter than me that could.
Say for example I may choose to ignore researching sailing early on, I may reach the WW2 era and be able to research submarines without knowing how to use sails. Does that make any sense?
Diplomacy needs a huge overhaul, while I would love to have a fully indepth diplomatic and personality system where the AI makes more decisions based on circumstance and long term planning. I think that is probably nigh impossible to do.
So what I suggest is going more simple, have randomised personality types for leaders that are done from the start of the game. Should with 12 AIs the breakdown should be 3 are warmongers, 1 is an explorer, 1 is only interested in technology, 3 are traders, 1 is all about culture, 1 is completely peaceful and will help everyone, 1 is all about espionage and gathering information and 1 is all uniting everyone through diplomacy.
The player wouldn't know who is what personality type and would have to meet with them and talk to them to understand the types.
From there it should be a simple points based system. Positive points for positive actions and Negative points for negative actions. The more positive the more aligned the civs are and the more negative the more hatred. With biased thrown in to account for the personality types and faiths.
Once you are close/allied for many years it would take a huge event for things to change, and if you were despised by a civ for many years it would take a huge act of positive to change things.
Take out the stupid negative points that used to happen at random for actions you can't control. The main thing is diplomacy needs to be somewhat predefined and more clear cut so the player understands what is happening, not all this behind the scenes nonsense that goes on now.
This would enusre there is a competitor for every type of victory, the diplomacy would be understood be player meaning they have more control thus making things more enjoyable
I think these changes it would kick the Civ series up a huge notch from being a great game to being close to perfect.