new ideas for civ5

stanleyshi79

Chieftain
Joined
Jan 20, 2009
Messages
21
Listed are my new ideas about civ5. I don't know if some guys raise similar ideas before.

Add GDP victory, if you keep your gdp 3 times than any rivals in 10 turns, you win;
Add product concept, just like colonization,such as radio, tv, airplane, pc, video, ipod; add product scree to show the current price of products. You will get many money if it is sold well;You need to put many money to improve your products to make them competitive, such as quality, brand, good design,cost control; You can produce the products in poor nations to reduce the cost, just like we do now;The poor nations get benefit as well.+X relations each other;
Add unique products to civilizations, USA( airplane or computer), Japan (TV or car); Russia (submarine or destroyer);German (machine tool or tank), China (porcelain or silk), France (perfume or fashion)....; unique products have bonus just like uu;
Add corporation victory. We need more corporations (30 or so), boeing, toyota, sony,Benz,etc; If you control half, you win;
Add supplementary tech tree in non-random event, If you pay money, you can get tech yield or commerce in building and improvement.
 
I agree on more corporations. More stuff for the artists to do, like maybe record label corps, TV network corps, etc. And let the Great Prophets found Televangelist corps. The resources they consume might be difficult to figure out, but it would add balance as well as "verisimilitude" ("realism" is a dirty word at Firaxis).
 
Just like RTG games, you need to pay money to get those bonuses. For example, you pay 20 gold to get anaesthesia techology which will make hosipital + health.
 
RTG? What? Have I been out of the gaming world so long they are inventing new acronyms on me? Curse you, Civ, for taking so much time!

Do you mean this is more like an upgrade or "promotion" (to use a Civ word) for buildings or individual tiles?
 
i think that during or after the modern era you could build some form of the space elevator/shuttles you can send modern/future units into space, and so can the AI. Then you could be able to fight in space, with the "space" version of the unit, like "space tank" and there would be a button that would allow you to switch between earth and space. You could also build cities in space, and they only produce space units.
 
i think that during or after the modern era you could build some form of the space elevator/shuttles you can send modern/future units into space, and so can the AI. Then you could be able to fight in space, with the "space" version of the unit, like "space tank" and there would be a button that would allow you to switch between earth and space. You could also build cities in space, and they only produce space units.

Looks intresting. Hopefully Firaxis can add a future era to show this idea in CIV5.
The modern warfare/corporation are too abstract in CIV4. I hope CIV5 will enhance this to a higher level. Besides, Quantitive resource, many products, weapon trade should be availabe in civ5.
 
There was a civ game called Call to Power, or something like that, which had a similar space concept. Also, underwater colonies. It was pretty cool.
 
Looks intresting. Hopefully Firaxis can add a future era to show this idea in CIV5.
The modern warfare/corporation are too abstract in CIV4. I hope CIV5 will enhance this to a higher level. Besides, Quantitive resource, many products, weapon trade should be availabe in civ5.

Firaxis has been adding futuristic concepts to the game already--Next War. I'm fine with them staying in the mod.
 
1) How about a Great General having the ability to remove all war weariness for a few turns (go on speaking tour to support the war:)

2) How about a Great Merchant having ability to temporarily increase income during war-time (sell war bonds :)

3) A Great Doctor (or Healthcare Pro or similar name) who could become resident and keep a city healthy.


Perhaps in addition to a leader having attributes (aggressive, financial etc) it would be interesting to select a "cabinet" of ministers. Finance minister would have sliders for various aspects pertaining to that position. Education minister. Military, Health, Science etc. It would make the game an excellent teaching aid in and out of schools. Each minister would be assigned a budget by the leader and the money could be used according to the minister's priorities.
 
I increased the power of Great Generals by letting them start Golden Ages and attaching them to a unit gives more XP. Now, Imperialistic civs get extra golden ages from all the GG's they have sitting around.

The Cabinet idea sounds like EU3; I don't think the games mix all that well. What kind of sliders would you have? The economic civics already cover the basis for how your economy operates (mercantilism vs. free trade, or state property). Is your military slider just upkeep for your existing forces, or would you replace the current unit creation scheme with something new so you had to balance upkeep and unit production?
 
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