Discussion in 'Civ - Ideas & Suggestions' started by Camikaze, Oct 17, 2010.
i really miss the random events,
there are none in civ V
one thing they need to bring back is the clock in the game by the year,
i hate having to get up and find a clock to check the time
Does your computer not have a clock?
What if ...
... all great people could benefit an army
... engineers could improve movement or seige range (certainly bridge building)
... artists could improve healing (increased morale)
... merchants could improve pillage yields (they know what to take)
... generals could form battalion (1 melee, 1 range, 1 mount in same tile)
... (sigh, we need better AI)
1) Disagree, how can scientists help armies other than developing new weapons, which they can already do?
2) Not sure. If Engineers could help Workers go faster in the same way Generals help military units, it would make sense
3) *Votes no*
4) Don't get. I've often thought Great Doctors as a new GP (come from Granaries, Hospitals aqueducts and Research Labs or whatever they're called) would be an idea. They'd provide, say, five pop instantly to a city, or make Health Camps or Hospitals (different to current Hospitals) which heal troops mega quick would be nice, so Specialists could actually produce food
5) Disagree, how can individuals make armies?
1) Yes, scientist present a problem.
... unless biological effect (poisoned arrows/plague catapults/etc)
3) (artist) like USO tour/troup entertainers
... increase healing rate in foreign territory
... or worse, one time heal for all units near artist in foreign territory
... ... then artist sent back to capitol (ala Civ4 spies)
4) (merchant) the idea is to increase value of pillaging
... extra gold per pillage in presence of great merchant
5) specifically allows all three types on the same tile as great general
... not that different from Civ4s GG joining a unit
Really, I just desperately want some variety.
Since Civ5 with its invisible production overflow and such stuff had forced me to insanely micromanage every possible thing, i can't shake off the thought that the Citizen Management panel
could pretty well take as much place on the screen as shown below:
all wording would move to mouseover popups. If such layout doesn't seem self-explanatory enough then the compact view could remain optional, the symbol to the right of the panel's header is meant to toggle between the default vertical (current) and compact horizontal view.
Other panels below could also be made so much more compact. Like by toggling specialist controls back to Civ4-style (do i REALLY care which exact building a spec works in every time assigning him?):
Oh well. Just separating Citizen Management panel from the ability to see and reassign worked/unworked tiles (its own on/off button) would also be much of improvement for me. Can't see why to hide worked tiles at all actually. And above all why the interface preferences aren't in the .ini and have to reset every time on loading a save.
Do i have to forget all that nonsense and just go buy a larger monitor (only for it to occupy over 3/4 of my cubicle)? For some reason, 1280x1024 still suits me.
This thread is a place to discuss any ideas you have for a potential expansion. It would be preferred if your ideas don't involve scraping a major gameplay feature (like "No more Hexes" or "Get rid of global happiness"). If you do have a suggestion like that, at least give an in-depth explanation of what you'd replace that feature with and how you'd implement it with current game mechanics.
Now for some of my ideas:
1. Leaders and leader traits
With DLC adding civs between expansions, simply adding the DLC civs alone into an expansion would seem lazy. My idea is to go ahead and include current DLC in a new expansion, but on top of that, add leader traits to all leaders and give many or all the civs a 2nd leader to chose. The leader traits would be like Civ 4 in that there would only be a handful of traits and many leaders would share similar traits, rather then being like UAs that are completely unique. The leader traits would work as modifiers to typical things that impact every civs. Things like greater food output, reduced maintenance costs, etc.
2. Modified 1UPT/Armies.
My general idea is to allow a small number of units to form together into an army, but still enforce 1UPT rules. In otherwords, a formed army would become 1 unit. As individual units they couldn't share a tile, but as an army they can. The issue with armies is that they have a tendency to become overpowered relative to individual units. I'm not exactly sure how to resolve that right now, but I'd love to hear ideas.
These wouldn't be a replacement for social policies, but rather changeable modified that are unlocked. It wouldn't be nearly as in-depth as Civ 4 civics were, but just ways to refocus your empire a little "on demand" as the game dictates. It might even be as simple as having a "focus". Tell your empire it's war-time and all troops are produced 10% faster. Tell them it's research time and you gain a 5% science modifier. Tell them it's economy time and your gold per turn goes up 10%. Things like that. It may not even be called civics. The point is, I feel like this civ is lacking a little bit of the flexibility of the previous ones. While the other ones had maybe too much, it'd be nice to have a little more then this one.
4. Improved diplomatic victory/UN
Basically, bring back the ability to enact certain global policies as UN leader and build up to diplomatic victory instead of just having it be build UN then win. Also, while we're on the note of winning diplomatic victories, how about instead of the single vote per CS system, we make it so that each nation and CS has multiple seats (preferably an equal amount for all so that it's not "get as big as you can and win automatically" like Civ 4 and Civ 3 were on the UN council. Bring back the limited voter option, so instead of every nation voting for itself, only a few are eligible. Then, have the CSs spread their votes based on how much influence each nation has with them, instead of as an all or nothing based on who has the most. This will make diplomacy victory a bit more of a challenge. Being allied with every city-state might not be enough if all the AIs hate you and vote for the other guy.
Anyways, that's just a few ideas. What are some of yours?
Moderator Action: Merged into the stickied thread (it's partly what this thread is for ).
The UN is too far down the tech tree at the moment to use it for anything other than a diplo victory. A couple of rounds (10 turns each, were they?) of voting on Civ4 style global policies and you've finished the tech tree.
Good point. Move UN up too. Forget to mention that thanks.
-era setup to lock or unock tech at a certain period like for example: all tech stop at medieval age or u begin at medieval and stop at industri age
-disable or enable nuke bomb
I would like to see a ''go to button'' like in Civilization III which let you send units to any city without moving your map around. I was hoping to see that in Civ IV, but no luck. I would also like to be able to destroy any city including capitals and city states.
Moderator Action: Thread merged into stickied thread.
"Go to" would have an issue with one unit pr tile.
Once one unit reach the tile all other would need new movement orders.
I think you can't destroy capitals, for the sake of domination victory. If the capital can't be razed then the founder may still re-capture it.
Not destroying city states lets other nations liberate them, also city states fuel the diplomatic conflicts in this game, without them diplomacy will loose out.
Okay, the creative brilliance of this idea is that of a pre-stone age caveman, but I want to make it a point nevertheless.
To me the message 'An unmet player has entered the [whatever] age' is pure spam. I've never found it realistic to receive info about players we haven't met yet, but here there's also the problem of the message box filling up enough as it is at the start of each turn; 'Sidon hates Brussels', 'Brussels hates Sidon', 'New Research Agreement', 'Alex signs peace with Isabel' etc...
Good info, but we need to filter, anyway. And for me a good start of filtering would be if the game wouldn't come up with messages about unmet players to begin with.
Moderator Action: Merged.
lower the range of aircraft and only be able to rebase in that range, but add an aerial refueling sort of unit to increase range
the effect this has had on some of the greatest and most influential wars in history is huge, I have seen spys in past games but not in civ 5. even then they played a very basic role nothing too complex, would be interesting to see this have more effect.
I find it a bit silly that giant death robot or modern armor can be killed so easy by an enemy tireme (can't spell) was not impressed with this change embanked units should be able to defend themselves maybe they all span same naval units but different levels of naval units dependent on techs and able to defend I don't know just something less annoying.
maybe just as a game specific add but would be cool to have the feature of an alien invasion.
economic sanctions can be significant sometimes, and tariffs/ subsidises has an impact. (im talking real life not in civ) would be good to have complex international trade in civ games where adapting certain trade policies effects your ecconomy in unique ways and can have effects on diplomacy, also been able to form trade embargoes etc.
Moderator Action: Moved and merged (due to multiple rather unrelated ideas).
Currently when you interact with a City State you only see a name, color and characteristic (Irrational, Friendly, hostile, ect.) Why not give us a drawing or photo to go along with it? It would be a warrior or merchant dressed in the garb of the City-State or even better a historical drawing of the city. Civilization 5 at its best tells a story, adding more graphic details to the city-state screen would only enhance the narrative.
Moderator Action: Merged.
i am a civ fan, following is my suggustion for the game:
1. after finishing the advanced flight technology, when bomb a city, it is better that the game can let the player choose what target will be attacked (i.e. millitary facility factory, power plant,etc)
2. if country A troops enter into country B's border, let the player choose delear war or not. because in real world if country B's army is not strong enough, country B will not choose to declear war.
the same as the fishboat, if the fishboat do their job in country B's board, let the player of the country B to choose declare war or warning or ignoring
3. if an appropriate tech is finished let the fishboat get oil at public sea.
4. bring back the big corporation concept of CIV4. the world now is belogns to the big corp
5.allow the player trade millitary unit (i.e. battleship, armo, etc.)
i hope above suggustion will be taken by the designer of game CIV. thank you
Moderator Action: Moved & merged.
Even if you were BFF with a civ, it will still backstab and denounce you at some point with no real reason. The AI must be made less random and it would be a lot better.
Moderator Action: Merged.
Could it be changed so that an automated worker/GP/Spaceship part doesnt share the same slot?
I'm lazy when it comes to workers and tend to automate them, and Ive had in the past an automated worker stuck in my capital force out a Great Person into the hands of the enemy surrounding my city
Is there a reason these cant stack in cities?
(Sorry missed the sticky at the top, please merge )
Moderator Action: Merged.
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