CFC Civ V Ideas & Suggestions Summary Document
Foreword by MtB:
Civilization V - BEYOND THE DOCUMENT
A collection of my and other player proposed changes to be hopefully considered by Firaxis and 2k on their muchly awaited development of Civilization V. Together we can make an awesome game - awesomer.
It is hoped that this collection of ideas could bring an additional layer of enjoyable game play to Civ V without too much additional complication or complexity for no real gain in entertainment.
Compiled by MtB
2009
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1. Bridges and Tunnels
It would be good that two land masses, separated by not more than one or two tiles, could be linked with a bridge or tunnel. Just think Goldengate bridge or the Eurotunnel. Of course, such projects could only be accomplished when a suitable level of technological prowess is achieved. Perhaps a new skill such as Structural Engineering would allow this. A specialised unit would create this structure, and once created, the unit would be consumed - or you just right click the tile and choose the build bridge/tunnel option. Also, it would take many years for such a structure to be built and they could be destroyed by terrorists.
Mountains should not be impassable for all eternity. Hannibal, after all, seemed to do quite well with elephants and a little bit of scientific know how. As with the method described above a tunnel is bored through the mountain to allow movement from one land mass to another that was previously inaccessible.
2. Paratrooper
Paratroopers with a drop range of five tiles seems silly. They should at least have a drop range equal to that of a bomber.
3. Forts
Unless you pillage the ground forts seem to be everlasting. Even an artillery barrage doesn't seem to make a dent in them. I would suggest that a fort's defence rating be equal to that of any city fortification. That way they start at +100% and then they can be pummelled into ruins with barrage after barrage from artillery units. In order to repair a fort the player would be required to right-click the tile and spend money rather than have a worker unit automatically do it. Also, it would cost money to upgrade ancient forts into modern bunkers or forward bases to counter modern explosive rounds.
In addition to forts, I don't think air units should be able to be stationed in them. Some kind of aerodrome or airfield should be specifically built by worker units. And, naval units should not be able to dock inside forts or use them to cut through terrain. And, worker units should not automatically build forts.
4. Bombardment
Catapults, cannons, and modern artillery (including naval bombardments) should not exist for the sole function of reducing the fortifications of a city before the air assault and then ground attack. This is not realistic. These units should also have the ability of a ranged attack to soften up enemy units.
Collateral damage should be incorporated in to the main bombardment attack rather than having to send the catapults into, what seems to me, a hand to hand attack. It should be assumed that the promotion "collateral damage" grants the catapult (and later units) additional damage by utilising new forms of ammunition such as lobbing flaming bales of hay or pots of Greek fire or rotting cow carcasses in to cities. Later units would just naturally have larger explosive rounds. Collateral damage would damage combat units, possibly destroy a building or even reduce the population by one.
5. Zones of Control and Overwatch
This should be reintroduced. In warfare a unit should be able to control the tile it is in and those surrounding it. This way when you fortify a unit they automatically go on to overwatch mode, so when an enemy unit tries to move past, your fortified units can harass and interdict it (get a free shot in).
6. Nuclear Proliferation
I am not in favour of when the Manhattan Project is built by one nation all civilizations are able to build nuclear weapons. If a nation wants nuclear weapons then that nation should complete their own Manhattan Project, or at least be given the secret of nuclear weaponry, or be sold them.
Also, in order to manufacture nuclear weapons the nation should be required to build a nuclear materials processing plant.
7. Terrain & Movement
Woodlands and jungles should be impassable to certain units until a road is constructed. Swamps and mires should be impassable to certain units until they can be drained or modified.
8. Satellite Imagery
Every now and then you may want an update of the world's border situation and so for a nominal fee (say 1000 gold x map size) your satellites can do this. Also, your spy satellites could photograph individual cities (500 gold) so that you know what they look like as well as what fortifications they have, with regards to fortified positions containing SAM Missile sites, Air units, Ground troops, missile silos, and whatever.
9. Attacking Cities
The amount of units (and types of) within a city should remain unknown until some kind of intelligence gathering mission is conducted either through a spy mission or through satellite surveillance.
10. Precision Bombing
Just sometimes you might feel the need to take out that rogue nation's nuclear processing facility or school for performing mimes. If this is done in a city then there should be the chance of collateral damage to other buildings or even civilian casualties. Bombing a nuclear processing plant may not necessarily lead to instant war. The Israelis did this many times.
11. Modder's Interface
I wanted to modify Civ IV and one look at those XML files blew my mind. The inclusion of an easy to use modders interface would be great - not only for modding units or terrains, but also for the creation of random events.
12. Diplomacy Options
There is no real way for a player to really engage in proper diplomatic relations in Civ IV. I think it could be greatly enhanced if a player could alter diplomatic stances by a huge range of options some of which could include:
a. Attempt to increase diplomatic ties through consular actions. (Depending on current and past events this may enhance ties between nations - or it may fail).
b. Reduce diplomatic ties through consular actions.
c. Offer to attack a nation on behalf of the nation you are talking to.
d. Try and convince the nation you are talking to attack somebody else.
e. Join me to attack a nation.
f. Set up trade deals of strategic resources, goods, technologies, and military units.
g. Try to convince who you are talking to adopt a certain religious faith or civic.
h. Try to negotiate a ceasefire or peace treaty between two warring nations.
i. Break off all diplomatic ties and deport embassy officials.
j. Declare War!
k. Reduce/strengthen diplomatic ties because a nation attacked another nation you were friendly/hostile towards.
l. Issue a direct order for a country to stop attacking another.
m. Issue a direct order for a country to stop attacking another or I may be forced to intervene.
n. Give me money/resource/technology or I attack.
o. Issue a general statement of protest if a spy is caught operating within your border. (This causes no real problems. The spy may be interrogated.)
p. Issue a strong declaration of condemnation if a spy is caught operating within your border. (The player may reduce diplomatic ties by a point or two, or even declare war. The spy may be interrogated.)
q. We will publicly denounce your actions, but secretly we will support you.
r. Issue a general statement of support/protest towards another nation's actions.
s. Give/repeal/reduce foreign aid or subsidy.
t. Engage in a cultural exchange programme.
u. Try to get a nation to stop trading or associating with another nation.
v. Share intelligence.
w. Issue a general statement of protest/strong declaration of condemnation for a nation to stop funding rebel/terrorist actions.
x. Stop your military build up, it is threatening regional peace and stability.
y. Disband x amounts of your military (general or specific units).
z. You didn't deal with us fairly in our last trade.
And more.
13. Rights of Passage
As the game stands at the moment, you can either freely move units through a foreign national's terrain - or you cannot. This should be reverted back to a previous edition of civilization when you could move units into another nation's terrain and if you were lucky you could sneak forces through to cut off cities. At least then you could issue a demand of something like "Remove your armies or declare war!" I would like the reversion to the previous way, only this time the nation's leader could issue one of several commands, they being:
a. Say and do nothing. Let the units continue.
b. Issue a general statement of protest. (This causes no real problems.)
c. Issue a strong declaration of condemnation, such as: "Remove your armies or declare war!" or "The positioning of your forces is putting a strain on our diplomatic status." (The player may reduce diplomatic ties by a point or two.)
d. Dispatch military units to arrest the offending units. (Offending unts that are captured can be released later after interrogation and being paraded on tv for propaganda purposes. Or the units can be escorted to the nearest border. Or the units may resist arrest and fight without a major war erupting).
e. We cannot tolerate your forces on our sovereign soil. Prepare for war!
Also just because you sign an open borders deal with another nation should not mean that nation is free to trample across your land with military units. If a nation wants to move military units through your borders or even station troops there then it should ask if it may do so. Rights of passage should enable non-military units free passage.
14. Espionage and Covert Missions
Spies, Sleeper Agents, and Insurgents should be called upon to undertake the following range of missions:
Reveal Nation's Best Military Unit, Investigate Nation's Current Global Military Deployment and troop amount, Investigate City's Current Military Deployment, Investigate Nation's Current Technological Level, Reveal Nation's Current Research Project, Steal Funds, Steal Specific Technology, Steal Random Technology, Plant Bomb (Destroy Specific Building or Buildings), Plant Bomb (Destroy Random Building or Buildings), Spread Disease or Plant Viral Bomb / Poison Water Supply (Kill Civilians), Deploy Suitcase Nuke, Destroy Tile Improvement, Poison/Burn Livestock/Plant Resource in Tile, Sabotage Current Building Project, Sabotage Current Research Project, Forment Unhappiness, Support Rebel Faction to engage in city-wide unrest / dissention (buildings are destroyed and limited anarchy), Support Rebel Faction to engage in city-wide revolt (perform a coup), Influence Civics, Perform Counterespionage, Bribe units, Spread False Propaganda against a foreign nation, Incite Civil War (very hard to do), Destabilisation of the Government (only in capital city), Assassination attempts, Determine military footing (no major military build-up / engaged in massive military build-up), Reveal resources held, Uncover current peace deals/mutual protection pacts/alliances, Uncover current trade deals, Sabotage spaceship / Destroy Spaceship.
Of course, if a nation discovers that you are supporting insurgent cells within their borders, then they will take appropriate action. There should, of course, be an upkeep cost for fielding units of insurgency and these can move through enemy terrain and attack units and pillage tiles without a full-scale war erupting. If insurgent units are used and they are able to capture a city, then they can perhaps be used to establish a new governor of a vassal or independent state.
If a foreign nation conducts an espionage mission against the player and is successful, then there should not be a message informing the player that such a mission occurred. On the other hand, perhaps the mission is still a success and the nation gets what it wanted, but the spy was careless enough to be detected. In this event, the nationality of the spy may be revealed depending of how sloppy he/she was. "An Zulu spy stole the secrets to a new flavour of ice-cream. / We believe the secrets to a new flavour of ice-cream were stolen." Should the spy be detected and still get away while keeping his/her nationality a secret it should be possible (but not inevitable) to investigate and discover who was behind mission. There is of course always the chance of the spy being caught.
15. Helicopters
Helicopters should have the ability to cross limited expanses of water of say one or two tiles.
Unless defending ground units have SAMs, attack helicopters should be pretty much invulnerable considering the range they can stand off and fire their missiles and cannons.
16. Saber Rattling
Foreign leaders should become alarmed and concerned when military units are stockpiled right on his border. This military build up might signify an invasion force. Perhaps tensions could be eased by plausibly explaining "We, uh, are only conducting military manoeuvres. Yeah that's it". Perhaps other foreign governments could get to internationally protest over the perceived threat.
17. Approval Ratings
This could tie into the end of game "leader greatness level"; also I read somewhere about domestic uprisings based upon your approval rating and how the lower it gets, the higher the risk of it happening. Occasionally the populace could be polled about what they think of their leader and this would a percentage rating (with margin of error). If you keep your approval rating high the people will not be much of a problem you and you should not have much to fear, but if you make decisions they don't like your approval rating will suffer and the lower it goes the greater risk you will have of internal strife. From this we could see a mighty democratic nation slowly slide into a police state where the player tries to maintain control. If it gets bad enough you may be targeted for assassination, political coup, or at best a civil war on your hands.
Along with approval ratings, the game could incorporate some kind of election system, but it is up to the player if they actually have elections (whether they be fair, or <cough> massaged. No elections may make the people unhappy as will the thought of vote rigging. In conjunction with this, players could tamper with foreign elections, so that a more suitable candidate wins.
The game effectively ends if the player is assassinated or a coup takes place. By this I mean all scoring stops and the player cannot win by any method. A pop up box says,"You have been assassinated (removed from office by a successful coup). Your administration/regime is at an end. You may continue playing but you will not be scored. Yes, let the game on / No, I'm outta here."
This way the game is also a fight to remain in office.
18. Terraforming and Land Reclamation
With the achievement of a certain technological level, specialised workers or agricultural units, or engineering units could develop arid deserts into irrigated fields, or could transform one land type into another (with the exception of mountains). Perhaps even some of the local coast line could be built up for more land. Maybe plantations could be constructed that would give you a tradable resource such a bananas, pineapples, tobacco, cotton, or whatever. Once the specialised unit has constructed the feature it is consumed. Also, it could take many years (10 x game length) for such structures to be built and become commercially viable.
19. Military Unit Bonus
Military units should be exponentially more effective against units of other eras. For example in Zappara's mod "Rise of Mankind" infantry units have +100% against Archery units, +25% against Melee units and +25% against gunpowder units.
As well as these bonuses, terrain could play a part where units would suffer a penalty. Mounted units would suffer greatly in wooded areas, and catapults would be useless for example.
20. The Technology Tree
An option should be available for players to let the computer randomly choose their technological path. Also, the amount of turns it takes before a technology is learnt could be kept hidden.
Continued...