Ryan19
Chieftain
I wish they would make Canada a civ why does america get to be in the game and not canada?
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.
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.
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
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? 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!
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.
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