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Old May 11, 2012, 12:35 PM   #421
Civciv5
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I would like animated leaders for city states
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Old May 11, 2012, 03:41 PM   #422
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Originally Posted by Civciv5 View Post
I would like animated leaders for city states
That is an interesting option, but difficult..... and expensive. I like the idea, but some city states would be more difficult to come up with leaders for. Some like Florence and Milan would be easy though, have a Medici and a Sforza
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Old May 12, 2012, 03:03 AM   #423
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Maybe this will work:

Almaty:Ablai Khan
Belgrade:Stefan Dusan
Brussels:Leader of the Duchy of Brabant
Bucharest:Vlad III
Budapest:Stephen I
Cape Town:???
Florence:Lorenzo de' Medici
Geneva:Leader of the Swiss Confederacy
Hanoi:Ly Chieu Hoang
Kathmandu: Devala Devi
Kuala Lumpur:???
Lhasa:Songtsen Gampo
Monaco:Leader of the Principality of Monaco
Quebec City:Samuel de Champlain
Ragusa:Leader of the Republic of Ragusa
Rio de Janeiro:Mem de Sá
Singapore:Samaratungga
Sidon:???
Sydney:??
Tyre:Hiram I
Venice:Andrea Dandolo
Warsaw:Casimir III

G&K
Antwerp:Leader of the County of Flanders
Colombo:Parakramabahu I
Jakarta:Sri Sanjaya
Lisbon:Joao II
Manila:Kaylangitan
Marrakech:Zaynab an-Nafzawiyyat
Milan:Ludovico Sforza
Mombassa:???
Valetta:???
Vatican City:Pope Julius II
Zurich:Leader of the Swiss Confederacy
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Old May 12, 2012, 03:13 AM   #424
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I don't think that would be good, because when a civlization finally gets a full on Civ update, you've already seen the whole leader page.

I think it would be better if instead for each city state, you don't get a leader page, just a nice painting of the leader. That way it gives each city state a face, and leaves something to be desired for when they become a full Civ.
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Old May 22, 2012, 06:57 AM   #425
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Some suggestions;

1. Option to vassal a civ if that civ is down to one (two?) cities. You share research and map just like in a multiplayer game.
War of/ask for independence if vassal gets strong enough again?

2. Make it possible to have close and rewarding relations with other civs. Dont make them auto-hate you just because you get big and powerful.

Have going to war against civs that you have good standings with be more negative, and going to war against civs that you have bad standings with have a lower impact on other civs view of you.

Make sure that if you come to another civs aid during war, that civ likes you for a very long time.

3. Make it possible to share food and gold with civs you have good standings with.
Sharing food should give a big boost in relations.

In short.... more diplo options!
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Old May 23, 2012, 02:29 PM   #426
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As long as we're dreaming big: I would love to see a Civ expansion for every version of Civ that includes a fully realized fantasy mod and a fully realized science fiction mod. It would be great if the Civ team could develop their own fantasy world and sci fi universe (something 'like' FFH or Alpha Centauri... or any of the great mods out there) that could grow and change with each version of Civ. Each version of Civ builds on the previous ones and adds new twists; I'd love to see fantasy and sci fi mods that could do the same - and serve as treasure troves of resources for the mod community.
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Old May 27, 2012, 02:01 PM   #427
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Coastal Renaissance Nukes?

I was just thinking, with the new emphasis on naval siegecraft (melee ships and such), imagine demolition ships. Anyone who has played Age of Empires II will probably remember them: old rickety things loaded to the brim with gunpowder, ready to be careened into enemy vessels.

http://en.wikipedia.org/wiki/Hellburners

Now imagine them in Civilization. They would be a one time use unit (obviously), but would do MASSIVE damage against ships and coastal cities alike. Early game WMDS. As they're probably not in Gods and Kings, it would be great if somebody could mod them in.

Moderator Action: Merged into the ideas thread.
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Old May 27, 2012, 04:20 PM   #428
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This is definitely an interesting idea, but only on a mod, I don't think everyone else would like to see this on the official game
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Old May 30, 2012, 10:17 PM   #429
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I have the greatest suggestion of all time, Relic style DLC. I am tired of being unable to play Korea or use the Small Continents map in multiplayer because nobody even knows it exists for sale on steam for 1.49$ during the week before...
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Old Jun 06, 2012, 08:33 PM   #430
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Gods and Kings Dancing Plagues

http://en.wikipedia.org/wiki/Dancing_Plague_of_1518

A notable historical event. Could be a nice problem for civs to try to solve. As a bonus, when you talk to a civ who is suffering from the Dancing Plague in their capital, special leaderhead animations should occur.

Moderator Action: Merged.
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Old Jun 06, 2012, 10:37 PM   #431
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Quote:
Originally Posted by synulia View Post
I was just thinking, with the new emphasis on naval siegecraft (melee ships and such), imagine demolition ships. Anyone who has played Age of Empires II will probably remember them: old rickety things loaded to the brim with gunpowder, ready to be careened into enemy vessels.

http://en.wikipedia.org/wiki/Hellburners

Now imagine them in Civilization. They would be a one time use unit (obviously), but would do MASSIVE damage against ships and coastal cities alike. Early game WMDS. As they're probably not in Gods and Kings, it would be great if somebody could mod them in.

Moderator Action: Merged into the ideas thread.
I liked that idea,but there should be some kind of drawback of using one of them . One of the drawbacks I can think is limit their movement rate to 1 . In this way,this unit can be easily sinked by any naval unit,which would also limit its use for defending cities . But if somehow,the player manage to use such unit against a city,it'd cause an outstanding damage that would tore down the population and the defense of the city(it'd be like a nuke attack) .
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Old Jun 23, 2012, 08:47 AM   #432
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Not gonna skim through the 22 pages to see if this has already been mentioned, but for the love of gawd, settlers should carry their build city's religion!!1!

At least until the Industrial Era, if not the entire game. It's generally historically accurate and makes so much more sense than having to send out a missionary (who cannot stack with the settler) to each newly settled city. Especially when you're talking about Spanish Conquistadors, who had a bit of a historic precedent of carrying their religion with them.
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Old Jun 23, 2012, 01:23 PM   #433
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Not gonna skim through the 22 pages to see if this has already been mentioned, but for the love of gawd, settlers should carry their build city's religion!!1!

At least until the Industrial Era, if not the entire game. It's generally historically accurate and makes so much more sense than having to send out a missionary (who cannot stack with the settler) to each newly settled city. Especially when you're talking about Spanish Conquistadors, who had a bit of a historic precedent of carrying their religion with them.
On the other hand historically, a lot of the English settlers that moved to what is now the USA were religious minorities.
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Old Jun 23, 2012, 03:16 PM   #434
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On the other hand historically, a lot of the English settlers that moved to what is now the USA were religious minorities.
That's why I put in the Industrial Era thing.

Also, I'm sure it's been mentioned, but there needs to be an upgrade path for scouts. My thinking:

Ancient Era: Scout
Renaissance Era: Explorer
Modern Era: Special Forces/Pathfinder

Still making them weak vs. contemporary units, but at least with enough punch that they aren't one-hit kills for everything. Hell, if you want to make it really fun don't allow civs to build Explorers or SpecOps--the only way to get them is to keep the unit alive from the ancient era forward.
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Old Jun 23, 2012, 04:24 PM   #435
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Or put them in more of a modern line of exploring. I.e. observation balloons than spy planes (extendended range over most planes, more of a fog of war reveal, than ending with satelights, since scout have little use as it, they can't truly compete on the ground vs their contemporaries. Spy plane has a lower interception probability and as only jets can shoot down satelites. I rarely get to far anymore in Civ, I think they already have reveal whole map, but they can need it so you have to move satelites, and or have an auto explore. I wouldn't even mind putting the partrooper line into it, as some recon units are designed that way, but I've never liked how Civ treats the paratroopers.

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Old Jun 25, 2012, 03:51 PM   #436
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Originally Posted by Securion View Post
Some suggestions;
3. Make it possible to share food and gold with civs you have good standings with.
Sharing food should give a big boost in relations.

In short.... more diplo options!
There was a random event in Civilization IV: Beyond the Sword which would cause a civilization to have an infested harvest and some other civ would get a request to help that would increase diplomatic relations.
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Old Jun 26, 2012, 12:34 AM   #437
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I wish there was a religion overlay option for the strategic map.
There are plenty of different overlay options, but no religion one.
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Old Jun 26, 2012, 04:36 PM   #438
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Please bring back international trade routes. Many times I did not go to war in Civ 4 because I wanted to maintain trade routes. So it was worth to be on good terms with others. With no international routes I feel highly disconnected from the rest of the world.

Spies could have more missions to do. Although I like it so far anyway.

And of course war weariness is needed.

I really like the expansion. There is hope for the game. I haven't played it for months. Now I'm addicted again. Good work Firaxis.
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Old Jun 26, 2012, 07:32 PM   #439
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Originally Posted by Golden.Pole View Post
Please bring back international trade routes. Many times I did not go to war in Civ 4 because I wanted to maintain trade routes. So it was worth to be on good terms with others. With no international routes I feel highly disconnected from the rest of the world.
I support this suggestion 100%!!!!

Aussie
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Old Jun 26, 2012, 10:27 PM   #440
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A list of things that (re)occurred to me during gameplay today:

-Please make it possible to choose which tile(s) will be taken with a city's next border expansion. If need be, put in some rule like you can't tell it to expand into a tile 3 away from the city until all the tiles 2 away are claimed, but at least allow the player to focus expansion by some other means than buying specific tiles.

-That little thing where a worker stops at the end of your turn if it feels like it's in danger is cool, I guess, but what constitutes "danger" needs to be adjusted. I had a worker stop at the end of five consecutive turns while I was fighting a battle four tiles away. Four water tiles away, on the next continent.

-I noticed for the first time today that while agreeing to an AI's demand not to settle near them now has a set time frame for compliance (big improvement), if you ever tell the AI not to settle near you they never forget. It stays as a negative diplomatic modifier for the rest of the game (or at least for the 350-ish additional turns the game lasted).

-When you pop an ancient ruin which gives you new weapons (upgrades the unit), can we have the option of declining the upgrade? Aside from the warrior>spearman thing, which has pretty significant implications in terms of upgrade path through the rest of the game, I cannot tell you how badly I wanted a kitten to punch when my conquistador got upgraded to a cavalry 2 tiles from a gorgeous site for a new city.

-Not asking for it in G&K, but if Civ 6 or any additional DLC for this version are going to expand on the G&K religion concept, I would really like to see a building or policy choice which protects your cities from conversion. I know that stationing an Inquisitor in the city does that, but that can get expensive on larger maps (both in terms of faith points and unit upkeep).

-I'm hoping that something is already in the works for an upcoming patch, but the Spanish UA really needs to be nerfed. Stumbling across the Great Barrier Reef and suddenly having 1000 gold to play with on turn 4 is a bit extreme.

I should have written them down to be certain, but I think that's everything I wanted to bring up.
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