I build an army with much more defensive units than usual, build many roads near the frontier so I can rush units to the front. I make a DOW. across a broad front, I invade China and, having pushed a max depth of three tiles in, (which covers one of his oilfields, and some good agricultural land), my objective now is to occupy as much of these tiles as I can until peace. I hold most of them for 15 turns, and approach Mao for peace. As part of the treaty, I can highlight the tiles I insist on keeping, and , after some further negotiations, he agrees.
the idea of a city changing to another copuntry because someone did a brilliant painting nearby in modern times is ridiculous.
blitz, I'd love to help you mod it in, but...I've never modded. I could probably learn to do it, but I'm not sure I'd have the time.
I like this. In terms of my comments about how culture offsets a unit's or a stack's area of control of territory, I meant to indicate that it is offset only if a) you're deep in the enemy's territory where they have upwards of 90% of their culture present or b) you're anywhere within the cultural borders of someone with whom you share open borders.
But, let's say you're at war with someone and you have a stack of troops on a shared border. You're on a tile that is 52% their's, 48% yours: I think military presence should be able to flip that tile to your side if, as you say, you can hold it. So, basically, military area of effect can influence the culture of a tile if enough of your culture is present to bolster the military area of effect.
I do also like the idea of being able to negotiate for certain swaths of land. To expand on that, the presence of troops in and near the tiles would be required to prevent it from flipping back to the opponent after, say, 10 turns of guaranteed control.
I don't agree. I think it's just that cultural pressures move boundaries over very long periods, and many cultures are very well established at this point, so it takes even longer for that to happen. So, such movements happen less frequently over the course of a lifetime.
But, there are examples of where it still happens: Israel/Palestine/Syria/Lebanon - it's very much a clash of cultures causing serious border disputes; Kashmir; Taiwan; Pakistan (particularly in the Waziristan province); Iraq (internal battles over which culture controls what, Kurds v Turkey); Eastern Europe, particularly Bosnia, et al; Island of Crete; etc.
Nations are only able to control their borders to the extent that they can militarily defend them. I mean, Internationally Waziristan may be recognized as part of Pakistan, but does that really mean anything? Does Pakistan's government really have any influence there?
if the sifde thats losing the territory dosent want to and has a superior army and a commitmemnt to keep the land, it wont happen
Exactly my point. It's armies, not international recognition, that offsets cultural defections. I have little doubt that Waziristan would declare independence if it thought it could hold off a Pakistani invasion.
"Pakistan needs a military leader who can control both civil and possible military extremism"
Wow...crazy.
I don't know how often you read al Jazeera, but have you noticed that in every single article about Pakistan over the last couple of months (mostly since Musharaff fired that Supreme Court judge) the same "Your Views" quote is up?
It's very weird.
Absolutely. Know what the best way to fix that is? dont have cities as the only objective to capture. IMO, you should be able to capture asquare by occupying it for 5 turns. At the end of war, you can negotiate which (if any) squares will be returned, as part of the negotiations.
One of the few thinsg I hate about civ is that you have ot fight to capture cities, sometimes you have to go to war for a city when in fact all you want in one resource. soemtimes you have to capture 3 or more cities to guarantee you will get that resource, to make sure cultural borders wont reclaim it for the other civ. fixed borders after nationalism and an ability to capture specific squares would be a brilliant addition to Civ5
I really really hope there is. i know nothing about how the industry works, but surely Civ is too popular a franchise to be dropped. Unless revolutions becomes massive (unlikely). Isnt the Sims what killed off Sim city?
make the civilizations more unique. with more unique buildings and units. This really adds more flavour to the game. If units had different stats, different appearance etc. More unique buidlings, even things as simple as different appearance would add to the game.
I'd like to see them include a Civ Builder. You create the name and a leader then get a set # of points to spend for two attributes (weighted) and then borrowing from SMAC/X you get to create a unique building and a unique unit based off the existant ones, again diminishing that pool of points . You could then upload a static picture for leaderhead and choose from a stock pool of alternate units which you could add to (like you can now). Then you could save this Civ and either play it, or have the AI run it.
Then people could HAVE Poland, or the Dark Elves, or the freakin' Kzinti if they want. Or dinosaurs, or Cyborg Simians.
They should add an attrition effect which would slowly weaken armies walking in ennemy territory, like it was in Rise of nations. This might get border pushing funnier.
Cities should not only occup one single map square but mere as they grow.
There is also a lack of points of interest or strategic places on the world map. Terrain squares are just good at contening one ressource type or giving a defense bonus.
I really really hope there is.
You don't even have to try and balance the civs- base their abilities on historical success. Make it harder to win as a Zulu or Aztecs than it is with England/Germany/US (though this would never ever happen, its probably racist at some level)
I'm a hardcore Civ fan myself, but I don't think I'm underestimating anything, on the contrary. Fans of any game tend to overestimate their impact a lot, when in fact they make up only a tiny fraction of all customers. A game that would solely cater to the fans would not sell as well as one that catered to casual players also. The reduced revenue would then limit the options for further development of the series. And this is why I, although I would like to *play* a Civ game that is aimed at the hardcore fans, I wouldn't recommend Firaxis to take this route, because it will lead to less good games in the long run.
There's a poll active right now where a rather large majority says they value gameplay over realism. So not even the hardcore fans (that you want to address) seem to value realism as much as you do.