Civ5 Wishlist

The only thing I really want is more things to be moddable. I think they should keep the exe/dll/python/XML system, but move a lot more stuff from the exe to the dll.
 
Apologies in advance for my rather long-winded response.

I think a great many of the above ideas have significant merit, but as a player who could never seem to get beyond Noble (my all time highest score was about 120k I think and I have NO idea how I managed that) I would like to see more tools to assist the mediocre players such as myself to improve.

I like Fandamage's idea in particular. Would probably be a devil to implement, but as far as "blank piece of paper" brainstorming goes, I like it.

In addition I've been thinking about User Interface features I would have found useful over the last several years of Civving:

1. A "push/pull" (as opposed to the current "push" only) system of tile improvement. ie, you would have the option to right-click on a tile and select an improvement. The next idle (or fortified, or programmed) worker would then perform the work. You could even implement a priority system (3 tiers would suffice) to tell the game to take workers off a low priority task (like building a non essential road) in order to mine that iron you just discovered.

(Did Civ III have something similar or did I just dream that it did?)

This could also (and maybe most usefully) allow you to manage tile improvements from the city screen.

2. Expand the "Alt-S" signage functionality to help draw dot-maps. At the moment, once I've explored an area, I'll go through and Alt-S the word "dot" on planned city sites, but I'm still left imagining the rest of the fat cross.

3. Programmable "alerts" similar to the end of build queue pop ups (with "Examine City" and "Ignore" buttons). So I could set a city to alert me when it reaches a certain size, or reaches its health or happiness cap, or when a certain building, unit or wonder becomes available, or when a tech has been researched. Or I could get all idle workers to become active when lumbermills are available. Etc.

This kind of thing may not be useful to everyone but I tend to get interrupted fairly frequently when civving which really disrupts my long term planning. This feature would certainly take some of the sting out of being dragged away.

4. Group build queue replacement. I would like to be able to replace every occurrence in a build queue of one unit with another. ie replace cats with trebuchets, archers with crossbows, etc without having to cycle through all my cities. Admittedly this is less important than the previous three suggestions. Just a "nice to have".


Then, on the subject of actual gameplay...

5. If, and only IF, they can get the balance right, I would like to see the return of food transportation. If memory serves, Civ II had this. So you can transport food from one city to another to combat starvation or feed growth.

6. Natural Wonders. Some people have suggested (either in this thread or one of the other similar threads) that another civ-specific bonus/benefit could be implemented. Now I haven't thought this one through all the way yet, but I'm sure that Natural Wonders could work. In fact, I haven't even considered what type of benefit you could attribute to them - I'm just throwing it out there. You can associate them with a civilisation, or with a plot (like a super-resource as suggested by EMT above). You could include everything ranging from land formations (The Great Barrier Reef, Uluru, The Grand Canyon, Mt Everest, etc) to jungle biodiversity and the Auroras (Australis and Borealis).

Anyway, that's what I'd like to see implemented in (or at least considered for) Civ V.
 
Either bring back caravans that can carry production to another city or allow cities within a trade route to distribute production, food, or specialists. Weaker cities that cannot easily support themselves (but may be good strategically) can be propped up by their larger national cousins.

Also make unit production A LOT less in production cost, possibly allowing for multiple units to be created in the same turn. One unit every couple of turns, or 100years in early civilization seems too understated in military concept.
 
Also make unit production A LOT less in production cost, possibly allowing for multiple units to be created in the same turn. One unit every couple of turns, or 100years in early civilization seems too understated in military concept.

Oooh, can't back you on this one. One of the complaints voiced by some already is late game bloom of the number of units, resulting in game slowdown and huge management issues. Making it even easier than it already is to crank stuff out would not be a step in the right direction, in my mind. Also, kinda reinforces the stack of death style warfare (You've got 75 axes? Hmmm... I better bring along 125 of mine...) Especially if they implement a one-unit-per-tile deal, I think the target is fewer units, not more.

Admittedly, just my thought though. Others may agree with you... :)


(Just occured to me, I wonder how workers will work... if there is one-unit-per-tile in the works, maybe they a) aren't aunit, b)dont count, and can 'share' a tile with a unit while they work, or c) are gone and improvements are done in some other manner...)
 
This would take some inginuity so it probably will not make it until Civ 7 or 8, but I would like to see a battle map, akin to Heroes of Might & Magic. The overall lack of battle strategy sucks in all of Civ's iterations. You stack them up and either choose to attack or defend and hope your mathematical bonuses work in your favor. The use of strategy with battle formations, timing, subterfuge, and movement is almost absent. These factors could be implemented in a battle map that cuts away from the overhead map during battle, possibly giving a desktop feel of the terrain your in - sandy deserts, coastline, highlands, etc...

As I said it would take an overhaul of the current battle system so I am not expecting miracles.
 
Hmmm... again, this is the kind of change I'm scared of. To me, Civ has always been more Strategy than Tactics, and zooming to a battle map would be too tactical in feel for me.

I guess my one wish, more than anything - don't UnCiv my Civ! Don't change the game away from the core feel (but I realize that each of us has a different view of what that 'ideal core game feel' is supposed to be! :p )
 
villager, Sid has stated in past interviews that he prefers making one great game instead of two good games cobbled together. As long as he works on Civ chances are you will never see any kind of battle map. Civ is, at its heart, a board game. At the same time is is not just a war game. In a MP setting I also don't want to wait for my opponents to finish their battles when mine are all done.
 
Not to rain any anyone's parade, but if the game is out 1st Sept 2010, it's far too late to suggest game features now. All major features are already set in stone, with only fine-tuning and bugfixing left.

Firaxis have probably read previous wishlists and implemented a tiny portion of them, but mostly following their own ideas. We'll just have to wait and see how it turns out.

Personally, I was disappointed with Civ IV. Sure, it's a good game that I play now and then, but I expected so much more and feel it was too simple and dumbed-down. I'm hoping for a much deeper game in Civ V! What little I've seen from Civ V looks promising, but of course I'm going to buy it no matter what :D
 
Not to rain any anyone's parade, but if the game is out 1st Sept 2010, it's far too late to suggest game features now. All major features are already set in stone, with only fine-tuning and bugfixing left.

Firaxis have probably read previous wishlists and implemented a tiny portion of them, but mostly following their own ideas. We'll just have to wait and see how it turns out.

Personally, I was disappointed with Civ IV. Sure, it's a good game that I play now and then, but I expected so much more and feel it was too simple and dumbed-down. I'm hoping for a much deeper game in Civ V! What little I've seen from Civ V looks promising, but of course I'm going to buy it no matter what :D

itn was dumped down so that a wide audiance can play it with only minor problems.

to be honest i don't want it feature heavy as RoM. too much information at once. too much to learn at once.

civilization 5 should be an easy enough transition that current Deity experts will be able to play deity on CiV. with minor problems.
 
1. A Supreme Allied Commander. Whenever I fight a war in Civ4, it seems like I do all the fighting while my allies sit on the sidelines out of fear of getting dirty (or waiting to capture a city that I had just assaulted). I think it would be nice that when allies go to war they create a unified assault force under the command of the player (or AI, if you're daring). You just select which units of yours you want to send, and they are placed under the command of the SAC.

2. A tactical deployment mode. If they do go to a 1 unit-per-tile mode, I know I would get a headache setting up my front lines if I didn't have some assistance in game. In this mode you would be able to select a group of units and a location for deployment, and then the game will show you a suggested order of battle. But while you are in tactical deployment mode you can rearrange what units will go where, and if you don't like the location, you can change it, all before moving any actual units and wasting a few turns adjusting the lines.
 
Civil Wars!!!

The "rebels" would be represented as city-states.

This is part of something important that is really needed in an empire management game; domestic instability. I would support this in terms of these two ideas, and I think it would make a fabulous addition to the empire management focus of the game.
 
I very much doubt that it will be by September. If anything, it will be a Christmas release.
 
Ability to create and customize your on civ completely - avatar, flag, polices etc etc
 
My personal

1. Less Micromanagment needed, (but of course, if you want to, you still can do it, but i mean for example: less units to manage)

2. Better Balance between early and late game regarding variety, game speed and so on. (I said better, not that it has to be even)

3. More Variety in gameplay styles, for example it sucks to be Tokugawa in CivIV as he will most often do horrible and lag behind, while Mansa is a Powerhouse. I like the personalities, I just think they could spice them up a bit

4. More Leaders for each civs

5. STABILITY-SYSTEM, and other more complex, but behind-the-scenes features that counter the snowball effect. You shouldn't have to have a huge mega-empire to win in the late game. Incidentically, this could also even out the balance between the early and late gaming stages (e.g. you can have more features like atomic bombs, United nations and Corporations if the empire you have to handle is smaller).

Well, that's about it for now ;)
 
1. Keep Health/Unhealth System. (Do not make us remove pollution in tiles again and again)
2. Solve MAF problem
3. Removing worker and reducing micromanagement ;)
4. New arid terrain type or making desert terrain more useful at least in later eras.
5. Bring back 'workable' mountain.
6. Quantified Resources
7. Improving trade and economy
 
1. Replace workers with something like CTP public works system. Less micro that way.
2. Bit more map resolution, a tile representing a smaller area than before.
3. More internal politics. Could lead to domestic instability or even civil wars with real bad luck or bad handling.
4. More diplomacy with multiple participants. UN/Apostolic Palace/Planetary Council was a start, but I'd like something more in vein of regular diplomacy.
5. Little more dynamic military unit tech advancement. No cannons on my ships before I discover the tech for cannons. Vehicles might even have design workshop like in SMAC.
6. A weather or climate system of some sort. For example, chopping a lot of trees on an area might affect the climate, as would global warming, obviously.
7. A simple orbital/satellites system, much like in SMAC.
8. Spherical world: http://forums.civfanatics.com/showthread.php?t=354175
9. High Council: http://forums.civfanatics.com/showthread.php?t=354150
10. Good wonder movies. IV's were too generic.
11. Religions! (And corporations)
 
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