Civ V Ideas & Suggestions Summary

I like the idea of two maps. I think that would allow for more realism. let me explain: the map as it stands right now might be a good model map, as the kinds used in warfare. You know the cities' locations, topography, resources, what units are where, etc. But then you can fold the model map and use the "real" map, which has realistic depictions of terrain, cities, units--where you can decide how a city will look and how and where it will expand, where you can zoom in and see hundreds of troops marching on dust roads, peasant carts rolling idly over gentle hills or toiling in the fields, castles on hilltops along rivers spanned by bridges unique in architecture--the whole micromanagement stuff. That's what we want.
 
[54. Capturing Techs
When conquering a rival civilization, or even just one city, there could be a chance to capture scientists so that you can gain a bonus towards a specific (or random) technology or they can be added to one of your cities.

Yes, if you have a spy positioned there then this could happen and most definitely be an option

51. City Stats and Migration In addition to the City Nationality Bar which states (6% Maya, 87% Korean, 5% Indian) there should be one for religion (40% Judaism, 20% Christian, 20% Buddhist, 3% Jedi). This could further be advanced to show particularly how many Mayans are Jews or Korean Christians. These numbers should periodically fluctuate to simulate the comings and goings of the residents. Maybe a census (costing 15 gold per population) would reveal these numbers.

LOL @ jedi

I want to see Wonders needing more than one resource required for faster build. If you have one then it goes faster but not as fast if you had both or all three.

I would also like to see resource combinations. Like if you have access to 11 or 12 certain resources you get a special upgrade of some sort or bonus resource or health or military bonus, or able to build a unique building in a certain city depending on what resources you have.

You should not be able to see enemy unit promotions

There should be a degree of randomness to the tech tree, a lot of things were discovered on accident. I don't know how this would work exactly but I think maybe choose 3 techs at a time u may get one of them. I don't know how this would play with how many beakers each tech requires. Maybe each civ gets some sort of bonus for different techs or a unique tech.
 
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Having large combinations of required resources, or resources that speed up production, would be pretty confusing, IMO. Realistically, certain resources would be required to build particular wonders, that would just make the weak weaker and the strong stronger. But making things speed up for having multiple different resources would make this imbalanced also. It would be virtually like not being able to build it, if someone else could build it in 10% of the time, or something.
 
when i was talking about more maps.. Classenemy had it right. If you have never played civ2 test of time or civilization call to power you may not know what I am talking about. but they were all interlink. I dont civ was ever suppose to be dumbed down or less complex, everytime each edition first came out it was considered too complex and too strenous on the computer. but look at it as it hits it prime and before a next version is out.. Civ4 is arguably the best selling edition of the civilization franchise and it is by far the most complex... I guess people really do like micromanagement and complexity like two or more maps
 
I don't see any need for 2 maps, if you wanted to you could just check the show bare terrain, and the idea of seeing how cities expand sounds too much sim city one of my LEAST favourite games... This is an EMPIRE building game, not like sim city. Sid did make civ city: rome, if you want to control an ancient city. This game is NOT sim city, and if you want to play that, just go get that game. But it would be cool to edit armies and their tatics that could give them diffrent bonouses.

I agree that techs should be able to be stolen or random. How about instead of researching events like setbacks, there could be events of accidental discovery, instantly giving you that tech. Then spies could steal techs or you could gain a tech upon capturing a city.

There should also be more incentive of vassalage and capitulation also.
 
Why would anybody need 2 maps? I haven't looked at the rest of the thread, but I see no point in having 2 maps at all.
 
I don't see any need for 2 maps, if you wanted to you could just check the show bare terrain, and the idea of seeing how cities expand sounds too much sim city one of my LEAST favourite games... This is an EMPIRE building game, not like sim city. Sid did make civ city: rome, if you want to control an ancient city. This game is NOT sim city, and if you want to play that, just go get that game. But it would be cool to edit armies and their tatics that could give them diffrent bonouses.

I agree that techs should be able to be stolen or random. How about instead of researching events like setbacks, there could be events of accidental discovery, instantly giving you that tech. Then spies could steal techs or you could gain a tech upon capturing a city.

There should also be more incentive of vassalage and capitulation also.

In BTS can't you steal techs with spies and :espionage:?
 
I have a few ideas, these are more for Civ 5 then adjusting civ 4


First of all Cities.
OK, take here I live as an example. Here in Adelaide Australia there is a fair bit of fertile land in a small area surrounding the city itself. And along the river land about to hours from the city. The state itself to which Adelaide is the capital is vast and arid but there are small towns dotted through it for mining and taking the vast mineral wealth out there. The state is by no means an circle around the capital, it has adjusted to take in the best of whats to offer.

The way civ portrays cities and the area of influence works well for the ancient and medieval eras where transport is an issue, but closer to modern eras it just doesn't sit right. The cities should be reclassified as states not cities. and the fat cross should be abolished. The area of influence in the state should be adjustable.

Think of this. the city/state controls its 3x3 it starts with and begins generating culture (oh god please re-name that). as it accumulates culture the player can go into the city screen and "buy" tiles for that city/state to work, provided it is connected to the rest of the city/states influence. Or you could allow the computer to do that for you.

The second issue I have is towns.
I like them, use them a lot, but there not realistic. Historically towns exist for several reasons. Either they arise at a cross road on a trade route to cash in on passing merchants, or they arise around a particular resource to house the workers and grow from there.

I'd like to take the current option of "Build a cottage" and replace it with;
-"Establish Mining Community" on a tile next to a mine, or several mines, increasing in :commerce: value the more mines it controls as well as size.
-"Settle Farming Community" next to a farm/farms providing additional :commerce: per farm, maybe also a :food: bonus.
-Trade Towns should not be built, but appear on there own along trade routes. acting like normal towns do now they could also add to the value of trade routes.

Also depending on how much detail and complication you want to give it. These towns could eventually turn into cities if they are far enough from the capital. This could replace the settler function if done properly.

Some other ideas
  • Bring Back Outposts
  • Give units the ability to fortify and block terrain. (a mix between civ 4 and 3 there)
  • Internal Trade routes need to be revisited. One source of gold does not satisfy a nation, trade routes should be setup, where portions could be allocated. And food trading. Seriously. Food exporting is a huge industry globally.
  • More random events
  • Listen to what the others have suggested with diplomacy
  • New worker function of building solar panels late game in desert tiles.

Lastly, I want my civilization to keep going into the future. You cant expect me to believe that humans reach alpha centauri without moving into space around earth first. Let us establish space colonies, and underwater research stations. The oceans must be full of resources. Cities on platforms on the oceans would be incredible. Ocean Bridges (like 3 tiles) connecting nearby continents. The race for mars? I wouldn't mind a version that demands you survive Armageddon either. So much potential to continue into the future.
 
Two maps seems a bit of a confusing idea. How exactly would they function? And I hate to use that tried and tested line, but it just wouldn't be civ.

Civ 2: Test of Time enables up to 4 maps.

Basically, you enable either improvements which allow units to transfer between one level and another, or units that can travel between one level and another as a move - which works, for example, with having a spaceplane unit which you can "launch" by moving it form a square on the land map to the corresponding square on the orbit map.

This one, I think would be Civ, has been Civ, and has much untapped potential.
 
There should be a degree of randomness to the tech tree, a lot of things were discovered on accident.

As an option, sure, if you like it, but enforce that and you break some of the most fun strategy in the game.
 
Civ 2: Test of Time enables up to 4 maps.

Basically, you enable either improvements which allow units to transfer between one level and another, or units that can travel between one level and another as a move - which works, for example, with having a spaceplane unit which you can "launch" by moving it form a square on the land map to the corresponding square on the orbit map.

This one, I think would be Civ, has been Civ, and has much untapped potential.

I can see this working with layers, as in, a sea layer, a land layer, an air layer and a space layer, but how would such a system function in terms of gameplay? Would it really be any different to putting multiple layers on the one map, like is currently in the game?
 
Lastly, I want my civilization to keep going into the future. You cant expect me to believe that humans reach alpha centauri without moving into space around earth first. Let us establish space colonies, and underwater research stations. The oceans must be full of resources. Cities on platforms on the oceans would be incredible. Ocean Bridges (like 3 tiles) connecting nearby continents. The race for mars? I wouldn't mind a version that demands you survive Armageddon either. So much potential to continue into the future.

I disagree, Civ is supposed to be a reenactment of the past, not a future simulator...
 
I disagree, Civ is supposed to be a reenactment of the past, not a future simulator...

I disagree. It's an empire building game, first and foremost.
 
-Each Civilization now recieves new Unique Technology.

-More Ages with free economic technologies (Boost Economy).

-Added new Monk units.

-Relics generate Gold or Commerce which ever one you prefer.

-Spies upgraded to Ninjas.

-Markets can trade stockpiled resources for additional Tax benifits taxed to other civilizations and requires Trading post to build; based on the abundance of total stock pile for every resource available and a window should appear when you click Market; additional barracks, archery ranges and stables can be built based on Wood availability from the stock pile for better tactical strategy. This is based on the availability of the total stock piled resources from the Market saved up after somany turns and it keeps saving and saving untill you spend what is needed or traded away for a small tax fee to another civilization. Provides a mathmatical economic adjustment for your economy.

-Workers can build Castles, Forts, Walls, Gates outside cities and technology can provide them garrison attack bonuses same with Towers requires so many Stone resources for Castles, Forts to be built in the stock pile inside the market; Stone and Wood for Towers; Stone and Gold for Bombard Towers.

-Only certain civilizations can build Bombard Towers after a certain age. (Spanish, Byzantines, Ottomans, Koreans etc; Towers and Castles can upgrade based on the Age your in and Outpost upgrades to Watch Tower and this upgrades to Guard Tower and this upgrades to Keep; Not all civilizations can upgrade beyond Guard Tower; Castles can upgrade to Forts automatically based on the age.

-No need for more civilizations as the civilizations can research all the same technolgies. This should give you a better option to play and a choice to develpe your civilization as the game unfolds based on what the map looks like and the enemy instead of what technologies you recieve from the beginning. Kinda like AoC where home cities can research any technology then discard the unwanted technologies through the game as the game unfolds and this can provide strategy to speed the game up.

-Monks can imprison Spies after Jail is built and provide commerce or Spies can be traded off for extra resources to another civilization; imprisoned spies generate extra comerce the more imprisoned the more commerce; Monks can be created at Monastries and is taxed similar to Units though the tax goes down after you build a Temple; Spies can only be imprisoned after Monks conveted them to your own civilization; Provides espinage defense to your civilization; Monks can also heal units and convert enemy units with range every so many turns.

-Relics provide gold after so many turns; the more relics the more Gold; Only monks and spies can move them from one monastry to another.

-Ninjas can steal Relics from unguarded Cities; but must be careful about being converted by Monks; Ninja has additional Stealth.


as you noticed this is mostly added features and ideas to imrpove game play instead with very little technology upgrade ideas so far.
 
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