Civ V Ideas & Suggestions Summary

I am making a poll website. The link is http://civ5poll.blogspot.com/ I made an email of it, it is 'civ5poll at gmail dot com' If you want to get something polled, just send me an email. I am going through and putting the ideas here in the polls.

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Nice. :goodjob: Good idea.

P.S. You might want to edit your post to disguise your email like I have above- stops ad-bots sending spam.
 
I would like Civ V to be able to import mods from previous versions, so that you don't need to rewrite them. I did quite a bit of modding on Civ II, that all went to waste when Civ III came out. Since then I have not had as much time, but I am reluctant to devote much to a Civ IV mod, when Civ V could be just around the corner, and all the work would go to waste again.
 
I imagine that would be a bit hard, and I can't really see the point to it. I mean, if you want to play the same mod, just play the older version of civ. I assume new mechanics in the new game would make transition impossible anyway. But I suppose if modders want it, I'm not going to go against it.
 
It's not even a matter of if users want it but if it's technically feasible. Not only do you have different features and rules in each version of civ but you also have different code bases different coding languages and different modding interfaces. Civ4 seems to have more modding layers than any previous civ experience. If we limit the number of variables above it might be within reason but then you have to develop import rules for every conceivable exception that can't Be imported. I think this idea is a great idea I wish it were possible but I seriously doubt any game shop would be able to pull something off like that with code even half as complex as civ4.
 
An idea for spy satellites.

Available with Satellites tech (duh), these could be massive projects (representing a constellation, rather than a single satellite) that are constructed something like the spaceship. Each satellite gives LOS over a 3-tile-wide strip each turn, which migrates eastwards as the turns go on. They should have a lifetime of 10-20 turns, and building more provides more strips.

Does that make sense?
 
That a very original idea. I haven't heard that one before. And it makes sense. The cost would have to be not too high, if it was to be a usable game aspect, and there should be some ability to determine where the satellites see, seeing as most spy satellites are low-earth orbit (allowing them to pass over any tile chosen) rather than geo-stationary. And there should be smaller builds needed to maintain the satellites, rather than completely new satellites needing to replace old ones that just suddenly stop working.

If communications technology became a bigger feature of the game, communications satellites could also become buildable, adding a nice extra feature to the game. That could be a possible avenue of ideas.
 
This is kind of a random suggestion but maybe include a worker function allowing players to build canals?
 
I always thought that armies on civ should have a number of troops in an army, like lets say you have an option to build 100 swordsman in possibly like 10 turns, and each one might have 5 strength so possibly they could have 500 strength total plus bonuses. All the units could do this and strength would be bigger, but this allows for supplies and disease and causalities. They could possibly recruit more troops at cities or gain some as slaves after they take over. This makes combat more real with causalities and disease weakening them... the 100 might turn to 95 after a lack of supplies, then 5 more abandon for that reason so there would be 90. The 90 then go to a city and are able to recruit 30 more solders and pick up supplies. They then join an army of 50 and now they have 170. They can attack an enemy city and take it over and suffer possibly like 90 causalities. They get more supplies and slaves (workers) come to work your land.

This can hinder SoD, b/c of the supplies and add more realism to the game.
 
That's, I think, what some form of SoD penalties would represent. If you apply an exponentially increasing penalty to units dependent upon how many are in a stack, then the power of large stacks is diminished. I like the idea that it could completely wipe out some units whilst not touching others, with only total damage done being somewhat predictable. There would have to be something you could do to prevent it to a degree, however. Perhaps the Medic promotion would reduce disease by 50% on the same tile.
 
Yea of course, medic could help prevent disease, and possibly a loyalty promotion could stop abandonment, then the unit could be less expensive to feed with techs too. They could be more like a real life army's worries.
 
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