Civ V Ideas & Suggestions Summary

When you engaged in battle, your forces faced off against the AI's, and you maneuvered a number of your pieces based on the skill of your general. More often than not, the superior force won, but if you were tactically adept at using your units to the best of their ability, then you could pull out a victory even over a numerically superior force. I loved the way it worked, and that is the ONLY way I see it working for CIV.

That would make the game unplayable for me. I play Civ because I'm not interested in tactical "skill in a general", I am interested in logistical skill. You say "tactically adept lets you beat a superior force", I hear "victory through building superior forces becomes no longer reliable".
 
They should make up another Terra option... not one where all civs start on the same continent, but, say, make 5 continents, and civs start on 3 of them. Also, add a LOT more islands and such, to make colonialism more interesting. Finally, change the resource placement script... make one that allows for 'packed resources' (possible to have 2-5 resources adjacent to one another outside starting locations). Like what they did for the Earth scenario.
 
Climate change as opposed to global warming, this may be a touchy subject. Never the less, the world has experienced little ice ages, and such. They should incorporate that into the next Civilization game. It can make for interesting game play in terms of resource availability. For example during the little ice age, Northern Europe had moved to making more beers and ales instead of wines, because their climate was no longer ideal for producing enough grapes.

That could be an option to go along with an expansion of the resources system, although both climate change and global warming should have a part in the game. It would seem rather silly to have climate change in the game without global warming, the central focus of such in the history of environmentalism.

I have so much posting to catch up on...
 
Randomize the AI's style. The current program is fixed and players are forced to follow the same tech ladder. Imagine actually being able to consider going after Buddhism ... More important but I would not want to know which random style was choosen.

A short cut button to cycle through a specific unit across the whole map.

A sleep for 'x turns' would be wonderful.

Woot! - First post. Been playing for about 4 weeks and enjoy the game. (Though I do get bored into the middle stages of the game.)
 
Welcome to the site notyetsuperman! :)

You can consider going after Buddhism . . . Make sure your leader starts with mysticism though.

Some "sleep for x turns", "sleep until *tech* is discovered" and "sleep until war is declared" buttons would all be wonderful buttons indeed.
 
You can edit the starting techs of leaders in an individual game by going into the text files and changing them. But some leaders (i.e. Isabella), are programmed to always go for Buddhism, as you say. You can currently AI attitudes, but I agree that it would be good if you randomise other aspects also.
 
Is there a mod that allows 'sleep til x'?

Thanks for the welcome! I'm equally as excited to play the game as reading the forums. haha.
 
You know what would be awesome... if there was a real economy based on supply and demand. So instead of just giving a civilization horses for x gold till the other side doesn't want to trade the commodities value changes with availability and demand so if you want horses one turn it will cost x but if say two others want horses the next turn it will cost x+y or X*Y. There should also be production values for all of your resources so that there is a certain amount of x that you can use or trade or stock pile per turn. Buildings and units would use resources.

I actually think there is too much war going on in CIV games, and I think that the reason is because units are too cheap to build and maintain. The cost scale needs to be a lot larger for big units, and the more complex units should cost even more. A unit should not necessarily take a year to build (battleship - yes, riflemen - no), but might cost a year's worth of revenue or more. And once a unit is built, it should cost so much to maintain it (food, supplies, munitions, oil for motorized units) based on its complexity, otherwise it slowly decays in fighting strength. A swordsman should not cost as much to maintain as infantry, and definitely less than a battleship.

On what teddy said there should be a military cap for each civ based on the total pop of your civ and high maintenance coasts for armies. There is a lot of war in civ so it would be nice to see some tactics incorporated.
 
You know what would be awesome... if there was a real economy based on supply and demand. So instead of just giving a civilization horses for x gold till the other side doesn't want to trade the commodities value changes with availability and demand so if you want horses one turn it will cost x but if say two others want horses the next turn it will cost x+y or X*Y. There should also be production values for all of your resources so that there is a certain amount of x that you can use or trade or stock pile per turn. Buildings and units would use resources.

To a degree, supply and demand are already part of the game, in that horses will cost more to get in trade than dye, for instance. However, this could be expanded on greatly, and would certainly be assisted by, say, quantifying resources more realistically.
 
This could be for Civilization V, or possibly a third expansion pack called Civilization IV: A New World:


1. Have all leaders from Previous Civ games to appear in their respective Civ, Split up the Native Americans according to their tribes.

2. Have Graphical events and weather/natural disasters

3. Have the units, civs, Leaders, promotions, and traits from the Thomas' War, Rise of Mankind, MaxRiga, Total Realism, legends of Revolution, XX Century, and the Next Level mods with animate leader heads and have Firaxis design the units, buildings, wonders, LH.

4. Bring back all Wonders, terrain, buildings, improvements, and resources from previous Civ games and the above mods.

5. use Ethnic city, improvement, building (Include's palace), and unit art from Legends of Revolution.

6. Give voices to the Leaders and your leader.

7. Add a few new Civs, Buildings, UB, UU, Leaders, wonders, units, terrain, resources, improvements, promotions, traits, etc. that would not have been mentioned above.

8. Put Blue marble terrain inside the new game/expansion pack.

9. Include scenarios from all the previous Civ games.

10. For hit singles, Hit records, hit movies, give names to them.

11. Include the unit art upgrades from Legends of Revolution. (Like how workers change over different eras) That way, say you have an archer in the medieval era, now you got a medieval era looking archer, but it doesn't look like something from 3500 BC, and the unit gets +1 strength bonus for each era.

12. Include a prehistoric scenario for the Advanced Menu/Mods, where you get cavemen and dinosaur units and have different Civilizations with cavemenish names

13. Have a Movies menu in the Advanced Menu so you can actually watch the movies.

14. When capturing a worker, settler, or a city, the unit and city retain their Ethnic art.

15. Bring back the techs from previous Civs and aforememtioned mods

16. Add a different graphic for the Future Era window, and add Future era units from the aforementioned mods.

17. If the civ is a country (In real world) replace the game's flag for the country's real flag.

18. Actually build cities and make a colony on Alpha Centauri and can change from AC and Earth and vice versa. (you had to control your civ on both planets.)

19. For the Industrial Era+ Make the Flag design look like a Flag and not a banner.

20. Have Futuristic unit art upgrades.

21. Building Cottages takes away from the City Population (Not the big number, Total Population.) That way your cities don't get the "it's too crowded." message all the time

22. Put in more random events, put strange sightings like Bigfoot, Aliens, Loch ness Monsters, Krakens.

23. Include as new buildings: Zoo (Recon Units can capture animals, and place them in zoos which provide +1 happiness for each animal in zoo), Amusement Park, Public Schools, and pet shops, (added bonus if you get the prarie dog, or parrot event.

24. Include Rampaging Animals as a random event.

25. Put in the barbarian animals from the aforementioned mods, and have Firaxis design their own.

26. All Classical units are superior to Ancient Units, All Medieval Units are superior to Classic and Ancient Units, Renaissance superior to Medieval, Ancient, and Classical, and so on. Removes the Swordsman being killed by Warriors, and Tanks being killed by Longbowman.

27. For units battling, have an option where you can have every battle the standard battle, or make it a movie. imagine a GGI movie where your Marines are walking through a forest on a road, and they get ambushed by a malinese Skirmisher. And If the Units are on a Improvement or city, include the improvement or city in the movie.

28. Include the religions, missionaries, temples/monastaries/cathedral, religion wonder from the aforementioned mods, But have Firaxis design them.

29. Have upgrade art for settlers, so they look different through the game.

30. have a unit type for spies, settlers, and workers, likes spies could be Espionage Units, and Workers and Settlers could be Civilian units. Missionaries could be Religious Units.

31. Have a CGI wonder movie when Religion wonders are being built such as the Church of the Nativity.

32. Have upgrade art appear in the civilopedia. For example it shows a cottage in the Ancient ERA, then when the player reaches the Classical ERA the cottage is a Classical era cottage, and so on and so on.

33. Upgrade art for certain buildings.

34. Make a different sound effect for Great Spies instead of the Great Prophet chant.

35. Helicopter units can fly over impassable terrain and oceans.

36. Roads become highways in the Modern Era.

37. Add More Corporations.

38. When there is a unit stack, and there is a Great General in that stack, the Warlord promotion is used on ALL the units in a stack, not just one.

39. Make new LH for Leaders that don't look like their Real-Life counterpart.

40. Give different theme music for leaders so they are all unique.

41. use the units, improvements, buildings, civilizations, and Leaders from Colonization.

42. use the Government types from Legends of Revolution. For Example: American City-State or Malinese Kingdom, depending on what civics you chose.

43. Captured enemy units become slaves.

44. The Mercenary idea that was put in mods like Total Realism.

45. You can secretly make diplomacy and or trades with barbarians. Like what Camikaze said.

46. Modern Palaces are based on What the "Palace" would actually look like. For Example the Palace for the American Civ during the would look like the White House.

47. Add more Eras, which would make the game last longer. Like Old West Era, Whatever Era the 1700s was in, Victorian Era, etc.

48. Give Names to bandit gangs.

49. Put Unrestricted Leaders as an option in the leader Picker screen.

50. Add new Great People such as Great Doctor, Great Mercenary, etc.

51. Add a serial Killer random event.

52. Include a graveyard as a building. It produces +1 war weariness for each unit that dies, but produces +1 happiness for each enemy unit that is killed.

53. Wars are named.

I know that taking the ideas from the aforementioned mods sounds stupid (since it would defeat the purpose of downloading those mods), But Firaxis seemed to have forgotten to add some of the most famous and ancient civilizations that have ever existed, like the Israeli Empire, the Australians, the Canadians, the Polynesians, the Vietnamese, The Mexicans, the Hittites, the Hawaiians, etc. And i hate how Firaxis didn't make COMPLETE ethnic unit/city art. I'm pretty sure a german knight looked completely different than an english knight. And there are a million other ideas they should have used that were made by these modders and I wish that they could be incorporated into the game and not as a mod. Maybe in the forseeable future there will be a way to make these mods into a file, send them to Firaxis to make changes to them (By changes i mean fix the art and stuff for leaders, units, buildings, etc.) Then they could put the file back here, and people could put the file into the game. That way the modders are still able to mod and what not and it would still be a part of the actual game.
 
Multiple buildings in cites after a certain size (2 libraries, hospitals etc.) Of course there could be another menu or something to minimize confusion
 
The mention of climate change got me thinking...

Perhaps some kind of very basic climate history could be built into the game.
There could be perhaps three climate states, warm, temperate and cool. For x turns the climate would be warm, then it would flip, for y turns, to temperate, then flip for z to cool, then flip for y to warm, etc...
To complicate/add realism a little further the time of state change could be spread over a number of turns. So on the first turn most tiles which will flip stay the same, half way through, half the tiles which will flip will have done so, and on the last turn, most of the tiles which will flip will already have done so. This way there isn't one big flip all across the map, and it would also give players a little time to adjust their cities to the changes.

Tiles, either randomly chosen, or distributed along certain lines of latitude (from tropics to desert, from desert to temperate, etc...) would change from one type to another. To keep it relatively simple each tile could only ever be one of two. So Desert or Plain. Desert or Floodplain. Plain or Grassland. Grassland or Tundra. Tundra or Snow.
In this case, since a tile can only be one of two, for two of the phases it will be one and for the third phase another.
So Warm and Temperate = Desert, Cold = Plain.

In this way a cities carrying capacity, as well as it's industrial and financial outputs, will partly depend on the climate.

The changes from one state to the next should be fairly infrequent, for historical reasons, and more importantly, so it isn't too chaotic and doesn't make cities too unstable. To also reduce chaos and city instability there should perhaps not be too many of these variable tiles, so when a climate state change does occur, a city with a fat cross would probably have anywhere from 0-5 tiles flip. Enough to make a difference to the city, but not enough to spoil the whole game.
 
The problem with such an arbitrary climate system is that it is, well, arbitrary. Random flipping almost simultaneously taking effect? I mean, sure, have some variation in tiles outputs and a general trend towards tundra in one period, or desert in another, but having simultaneous change of climate at random would just be too arbitrary and annoying.

Also, where would pollution fit into your model? Would these changes be sparked by the amount of pollution (health levels) of the world, or your civ in particular?
 
Little idea for city not near at sea or lake:
If the city controll area is reach border of water, possibility NEW external construction called Port (like airport) allow to produce and repair naval unit, this dream torment me since the Civ II age ... Sorry for bad english, in future post with google traductor assistance ..
 
more civs, units. but as simple as civ3
more recources
larger maps
better battle system
more goverments
a zoomed in screen of the battle and a feature to skip over it
 
I've been thinking of a few things that I'd like to see in Civ V.

Ethnic/religious cleansing. Religion was a good start, but it feels incomplete without the ability to wage some kind of religious cleansing or holy war within your own empire. The same could be done with ethnicity.

Migration. If you're waging war against someone or vice versa, or if the economic/political situation is bad enough, some citizens could migrate to other cities or even countries. This would be a pretty small amount - just a handful of citizens - but significant enough to mix up ethnicity, religion, and population. You could choose to turn away refugees if you so wish.

Atheism should be a religion and should begin appearing later in the game. Having a state religion can dissuade it from spreading (or you could even make Atheism your state religion), but under the "Free Religion" civic (or whatever the equivalent in Civ V is), it should spread just like other religions. It should be reflected as a percentage. I don't know what actual effect it should have on your empire, but it should do something (nothing game-breaking or significant, just subtle effects here and there).

I think the terrain could be also be overhauled somewhat.

Mountains should be truer barriers to settlement/travel. I've tinkered with the specifics a lot, but I think that a general separation into "low mountains", "high mountains", and "peaks" would work nicely. Peaks are impassable to units and cannot be improved in any way. They're the true Himalayas or Andes. "High mountains" are significant barriers to travel - perhaps only a certain number of units could be on the tile at any one time. Mountain passes and plateaus could be added. Plateaus could harbor cities and be developed like any normal terrain, but are always surrounded by mountains. Deserts could be divided into rocky deserts and sandy deserts. (Think of beautiful sandstone gorges and arches and other things like that for rocky deserts - there's a huge difference between that and boring featureless sandy deserts).

Jungle, deserts, and tundra should also be bigger barriers to exploration and travel.

Another idea I have is tourism. I think that certain tiles could be potential "tourist sites", like an area of exceptional natural beauty, and it gives you additional commerce (+1 just for being there, +1 if a road reaches it, with additional income later in the game depending on certain developments and advancements). Certain terrain, particularly mountains, would be more likely to be tourist sites (it would be randomly determined). There could be a handful of natural wonders scattered throughout the map that provide a whopping amount of income, especially later in the game when they can be significantly developed and promoted.

I think there should be a "national food supply". Any excess food that a city collects could go into this national food bank and distributed to certain cities. The excess food would stay with the city that generates it unless re-distributed. I'm sure there's ways this could be expanded upon even further.

More of a supply-and-demand economy. It seems that other people have come up with some good ideas relating to this.

If a city gets big enough, it should "spill over" into surrounding squares, creating suburbs. This should allow you to build more than 1 of certain city improvements.

I don't like the idea of there being a "future tech tree". Nobody knows what the future holds and as much as I like sci-fi I don't want the main epic game to turn into some science fiction playground. Save that for the mods.

Canals I think are essential. A small isthmus of land should be able to be converted into a canal (given the appropriate technology of course). The civilization that builds and controls it gets major amounts of revenue from it.

I also love the idea of bridges and tunnels. Especially bridges.

I'd love to see more diplomacy options as well. I haven't really thought through this aspect thoroughly, but a lot of the ideas in the first post seemed good.

More units, more buildings. But not a lot more. I would also like to see buildings be more "specialized". Yes, they should still give the standard "more income, more happiness, etc" bonuses, but think of ways they could do more specific things as well. Not sure what, but it could be done.

And I'm sure some people think there should be more unit promotions, but I think there should be less.

That's what I've got for the moment but I'm always looking for things to improve on in Civ.
 
The most important thing is to keep the game fun, and have it still feel like a Civ game.

There are far too many un-fun suggestions going on in this thread.
 
Fun is relative, though, which is kinda a problem. I guess the solution is compromise*, which would generally be between those that want a realistic game, those that want a micromanagement heavy game, those that want a military game, those that want a non-military game, and those that want the game to have less mechanics and to be simpler.

*We do not compromise with terrorists those that want heaps of tactics.
 
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