B
blkbltchemie
Guest
Let me begin by saying, I think that Civ V is a great game and that the developers have done a fantastic job with the new features in BNW (having only just tried the demo as yet) and it is now a very well-rounded game. Some of my favorite new features from past titles are the hex grid map and one unit per tile. What follows are a couple of thoughts that I think would make the game even more enjoyable for me and maybe there are others out there these ideas might interest as well.
Disclaimer: I know very little about programming in general and absolutely nothing whatsoever about game design so I have no idea if these suggestions would even be feasible to implement.
Espionage:
I like the new espionage system that was introduced in G&K compared to previous iterations of the game. I would like a few more active options however.
For example, with city states, you have the passive "Election Rigging" while just having a spy stationed there but you also have the active ability to "Stage a Coup." For spies in civilizations you have the relatively passive actions to "Steal Technology" and "Gather Intrigue." I would really like an active option to "Sabotage." I think that it could be implemented with a button like "Coup." Then after clicking the "Sabotage" button, you could have options to sabotage current research (to set the target back x% beakers), sabotage current production (same as previous), sabotage food supply (same as previous), sabotage building (destroy a building), or sabotage population (remove 1 citizen) where the latter two are much riskier. I'm envisioning an interface where you click "Sabotage" and then a drop down opens up with the 5 options and their percentages of success.
Also, since spies can now be assigned as diplomats, I think we need to have more. In a game as England (bonus spy) building Intelligence Agency (+1 spy), you can have a total of 7 spies I think which is not enough to have one in every civilization on standard and guarding your capitol. Maybe we could have 3 in Renaissance, 2 in Industrial, and 1 each in Modern, Atomic, and Information. Or something similar because I feel spies are much more useful earlier on. I think this would allow the player to be more versatile. Especially since they now have to choose between spy or diplomat.
Victory Conditions:
For most of the victory conditions, you have a way to stop an opponent with a desperate action. You can try to take their capitol to prevent them from winning Domination. You can capture cities to steal works of art to destroy their tourism and stall them on their way to Cultural Victory. You can bribe away or if necessary conquer city states to decrease their chance for a Diplomatic Victory. These are great and I like having the ability to try a last-ditch effort to save myself. But there is not currently a check against Science Victory once an opponent starts a spaceship especially if you are in a tight space race and just a couple turns behind Korea (usually). I think that destroying the spaceship upon capturing the capitol would be beneficial.
I've read a lot about gold and city states and the BNW diplomatic victory. While I have only played the demo, I do have a thought on this. I definitely think city state allies should supply delegates for resolutions. To make Diplomatic Victory more challenging, maybe when votes are called for "Changing Host" or "Choosing World Leader" every major civ gets 1 vote (or the base number of delegates for the era and the host gets its bonus). And there should be time before the vote to attempt to buy votes from opponents. I think civs should be able to self-vote for world leader but maybe not for changing host (meh, I dunno on this point). Like I said, I haven't actually seen the World Congress much in just the demo, but this is just a thought based on comments I've read here in the forum.
Civilizations:
I wasn't sure if I wanted to include this or not. All in all, I think the game is pretty full in terms of civs right now, but I have 2 ideas.
Israel:
UA - ?
UU - ?name? (Great Prophet replacement) - founds a fully enhanced religion
UU/UB - Iron Dome (SAM replacement/Bomb Shelter Replacement) - in addition to the bonuses of the unit/building it replaces, it has x% chance of intercepting missile (cruise or nuclear)
Inuit (Canadian, etc):
UA - ?name? - Land units can move over ice tiles, snow tiles produce food and production and can be farmed
UU - Ice Breaker (work boat replacement) - in addition to the normal abilities of a work boat, can enter ice tiles and remove them (unit consumed in the process).
UB - Igloo (granary replacement) - in addition to the normal attributes of a granary, it adds x food per snow tile
Odds and Ends/My Wish List:
In the end, I just want to say thanks to the developers of this great game and series. Personally, I would like to see a little more content squeezed out of Civ V before moving on to Civ VI at this point.
Feel free to share any thoughts or comments on my ideas or any adaptations you may have for them!
Disclaimer: I know very little about programming in general and absolutely nothing whatsoever about game design so I have no idea if these suggestions would even be feasible to implement.
Espionage:
I like the new espionage system that was introduced in G&K compared to previous iterations of the game. I would like a few more active options however.
For example, with city states, you have the passive "Election Rigging" while just having a spy stationed there but you also have the active ability to "Stage a Coup." For spies in civilizations you have the relatively passive actions to "Steal Technology" and "Gather Intrigue." I would really like an active option to "Sabotage." I think that it could be implemented with a button like "Coup." Then after clicking the "Sabotage" button, you could have options to sabotage current research (to set the target back x% beakers), sabotage current production (same as previous), sabotage food supply (same as previous), sabotage building (destroy a building), or sabotage population (remove 1 citizen) where the latter two are much riskier. I'm envisioning an interface where you click "Sabotage" and then a drop down opens up with the 5 options and their percentages of success.
Also, since spies can now be assigned as diplomats, I think we need to have more. In a game as England (bonus spy) building Intelligence Agency (+1 spy), you can have a total of 7 spies I think which is not enough to have one in every civilization on standard and guarding your capitol. Maybe we could have 3 in Renaissance, 2 in Industrial, and 1 each in Modern, Atomic, and Information. Or something similar because I feel spies are much more useful earlier on. I think this would allow the player to be more versatile. Especially since they now have to choose between spy or diplomat.
Victory Conditions:
For most of the victory conditions, you have a way to stop an opponent with a desperate action. You can try to take their capitol to prevent them from winning Domination. You can capture cities to steal works of art to destroy their tourism and stall them on their way to Cultural Victory. You can bribe away or if necessary conquer city states to decrease their chance for a Diplomatic Victory. These are great and I like having the ability to try a last-ditch effort to save myself. But there is not currently a check against Science Victory once an opponent starts a spaceship especially if you are in a tight space race and just a couple turns behind Korea (usually). I think that destroying the spaceship upon capturing the capitol would be beneficial.
I've read a lot about gold and city states and the BNW diplomatic victory. While I have only played the demo, I do have a thought on this. I definitely think city state allies should supply delegates for resolutions. To make Diplomatic Victory more challenging, maybe when votes are called for "Changing Host" or "Choosing World Leader" every major civ gets 1 vote (or the base number of delegates for the era and the host gets its bonus). And there should be time before the vote to attempt to buy votes from opponents. I think civs should be able to self-vote for world leader but maybe not for changing host (meh, I dunno on this point). Like I said, I haven't actually seen the World Congress much in just the demo, but this is just a thought based on comments I've read here in the forum.
Civilizations:
I wasn't sure if I wanted to include this or not. All in all, I think the game is pretty full in terms of civs right now, but I have 2 ideas.
Israel:
UA - ?
UU - ?name? (Great Prophet replacement) - founds a fully enhanced religion
UU/UB - Iron Dome (SAM replacement/Bomb Shelter Replacement) - in addition to the bonuses of the unit/building it replaces, it has x% chance of intercepting missile (cruise or nuclear)
Inuit (Canadian, etc):
UA - ?name? - Land units can move over ice tiles, snow tiles produce food and production and can be farmed
UU - Ice Breaker (work boat replacement) - in addition to the normal abilities of a work boat, can enter ice tiles and remove them (unit consumed in the process).
UB - Igloo (granary replacement) - in addition to the normal attributes of a granary, it adds x food per snow tile
Odds and Ends/My Wish List:
- I would like to see early melee units (swordsmen and longswordsmen) buffed in strength a little bit.
- Its somewhat frustrating when upgrading ranged mounted units to melee mounted units and losing promotions (chariot archers and some UUs), so maybe they could upgrade to appropriate ranged foot units (chariot archers to composite bowmen, for example).
- I would really like a scout upgrade path, not to a new unit, but just into one of the other unit trees say after the renaissance (maybe scout to musketman).
- If there was one thing from Civ 4 I could have back, it would be that early barbarians for the first x turns were wild animals with no camps. That was just a really fun and creative feature.
- If there was one mod I could permanently implement, it would be one (unfortunately I don't recall the name) that added pre-ancient era techs. You could start with bipedalism and have to discover fire, stone tools, agriculture, etc. Maybe you could start with a couple warriors and gain research from exploring tiles (a new tech after x tiles revealed) and upon discovering agriculture you get a settler. This would probably be too complicated to implement but I think it would be interesting.
- I would also like an official true starting positions world map released with the game.
- It would be awesome if the vanilla DLC scenarios could be updated with some of the later features (especially 100 hp units). I think it could really put an interesting twist on the scenario, especially Samurai Invasion of Korea although it would probably break a couple like Rise of the Mongols.
In the end, I just want to say thanks to the developers of this great game and series. Personally, I would like to see a little more content squeezed out of Civ V before moving on to Civ VI at this point.
Feel free to share any thoughts or comments on my ideas or any adaptations you may have for them!