New idea for CIV 5

Bahacles44

Chieftain
Joined
Aug 13, 2007
Messages
46
How about when you conquer a city from another civ, it keeps its own cultural characteristics and special buildings and units. If you spawn a settler from that city it can settle a new city of its own culture even though you control it. If something like this were implemented, I think it would add a whole new dimension to the game; with maybe late game rebellions to assert independence from the occupier, even if the entire original civ was conquered, for example.

Anyway, what do you all think of this? How would this work? Would this be interesting to you?
 
If you ask me, it only feeds into the snowball effect of warmongering, which imo, is the weakness of the game.

Interesting, but undermines the intended mechanic of giving some civs a inherent advantage in late game vs early game.
 
My idea is to add more potential capability to the nations according to their past or present time records which can make playing different civs more fun and more different like to add Caravanserais (http://en.wikipedia.org/wiki/Caravanserai) for Persians and let the cities with them gain another extra commercial route up until a certain age (Modern?) This way we'll have another aspect other than just starting techs or leader traits for civilisations to choose.

If you think this will spoil the balance of the game, we can think of them being avail. or unlocked after completing some in-game missions. Now imagine Persians above, for example they can build Caravanserais only after completing a quest (or mission) wanting them to build enough trade routes to improve their commercial capability. This should emphesize on one aspect of the game (commerce, food, production,knowledge). The quest should come up when someone plays commerce-oriented style in this case and with this kind of civ; and to make everyone happy we can have this as a feature (MISSIONS) to be turned off or on at the start of the game.

And of course Bahacles as to your suggestion I think it's okay to make aggressors a little nervous in the late game.
 
Game balance isn't the issue, so much as realism and fun.

If England spawns in the middle of a desert, it doesn't make any sense to get a "Brittania rule the waves" as an ability that makes ships cheaper to buy. It isn't much fun, either.

It's already bad enough having a civ get an elephant UU when there are no elephant anywhere nearby; or the Dutch/Portuguesse getting water abilities aplenty and starting nowhere near the sea.

Now on the other hand, the idea of making quests that unlock these abilities has great merits - but the quests should be available to everyone. Sort of like the whole Magellan's Voyage thing (first civ to have round-the-world map gets a +1 naval movement bonus). Perhaps the first civ to have trade routes with X other civs could get Caravanserai, or the first civ to sink X enemy ships get the "Rule the Waves" ability.

That way the game is more based on what actually happens in-game.
 
How about when you conquer a city from another civ, it keeps its own cultural characteristics and special buildings and units. If you spawn a settler from that city it can settle a new city of its own culture even though you control it. If something like this were implemented, I think it would add a whole new dimension to the game; with maybe late game rebellions to assert independence from the occupier, even if the entire original civ was conquered, for example.

Anyway, what do you all think of this? How would this work? Would this be interesting to you?

I love it. Off course this city should gradually loose its original cultural identity (at least if it does not have common boarders with its former motherland) up to the point where special buildings can not be build anymore.
 
It's already bad enough having a civ get an elephant UU when there are no elephant anywhere nearby; or the Dutch/Portuguesse getting water abilities aplenty and starting nowhere near the sea.

.

Lucky for saladin he doesn't need the 'camels' resource to get his camel archers :lol:
 
What about immigration promoting civics or if your high culture acts as a magnet to the population of other cultures, sapping their growth and adding to yours? Maybe this could lead to an Immigration Victory if you attract into your civ 25% of everyone else's people (or something).
 
What about immigration promoting civics or if your high culture acts as a magnet to the population of other cultures, sapping their growth and adding to yours? Maybe this could lead to an Immigration Victory if you attract into your civ 25% of everyone else's people (or something).

Good idea! I think it's possible only on defined civic state, like free state, but not slavery. Or immigration value is depends on this one.
 
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