Civ5 Wishlist

Type of terrain depends on temperature (latitude) and percipitation like in Holdridge life zones system.
 
i hate UN in civ4. forcing for civics suck.
And the emancipation anger
and the "the world consider you a villain"

corp feature is a nerf for SP.
emancipation anger is a nerf for caste system.
both are non-reasonable.
Agree 100%

hmm they are absolute in late game. fur plots are generally very south/north. so in some games, i just ignore them and don't settle. you'll loose the happiness extra in late game anyway. and in early game, there is HR.
What's this got to do with ideas for civ 5?
 
Space-faring! It could be included in a expansion pack or so. I just think that we have waited enough to see the civilizations conquer another planets.

Welcome to the forums. :wavey:

The problem I have with extending Civ into the future is that it's meant to be a game about history, and a recreation/resimulation of it. The future isn't history, so whilst in an empire building game not involving history, it may be a good idea, in Civ, it shouldn't really have an extensive place.
 
One major change I would want is no more open/closed borders. You should be able to go into enemy territory withoutdeclaring war. Ships have even been blown up by enemy countries without war being declared. Also if you tell an enemy civilization to get out of your territory say, twice in a row (So that Civs could could just pass through if they want however this should not be an option if they are close to a city), if they don't leave you should be able to attack them in their territory. If you are in enemy territory and they ask you to leave your units should just 'poof' out (Like Civ3).
 
One major change I would want is no more open/closed borders. You should be able to go into enemy territory withoutdeclaring war. Ships have even been blown up by enemy countries without war being declared. Also if you tell an enemy civilization to get out of your territory say, twice in a row (So that Civs could could just pass through if they want however this should not be an option if they are close to a city), if they don't leave you should be able to attack them in their territory. If you are in enemy territory and they ask you to leave your units should just 'poof' out (Like Civ3).

That's rather open to abuse, especially in a turn based system, I would think. Assuming the Civ 4 system, you could move your units into position outside cities of 'friendly' civs and then easily take them. Having friends who wouldn't declare war if you intruded (you could find an easy realistic pretense for traversing a friendly Civ with many units) would be way too easy to exploit. And it would completely break the idea of defensive pacts.
 
That's rather open to abuse, especially in a turn based system, I would think. Assuming the Civ 4 system, you could move your units into position outside cities of 'friendly' civs and then easily take them. Having friends who wouldn't declare war if you intruded (you could find an easy realistic prettense for traversing a friendly Civ with many units) would be way too easy to exploit. And it would completely break the idea of defensive pacts.

It's not perect, it would obviously be able to have improvements. Mabye there could be some sort of unit cap thats allowed to be in peacefully before war is automaticaly declared. I definitly do not like opened/closed borders. If they could find some way to take it away i will like it.
 
It's not perect, it would obviously be able to have improvements. Mabye there could be some sort of unit cap thats allowed to be in peacefully before war is automaticaly declared. I definitly do not like opened/closed borders. If they could find some way to take it away i will like it.

I reckon it could be okay for one unit, max. One unit would be kinda neat to allow in without an official DOW, and the chance of a mere diplomatic incident, but allowing more than that opens it up for exploitation.

who is that girl in your avatar?

Michelle Branch.
 
My wishlist:

- Trade routes being way more important. They should provide production, food and culture as they did on reality. The strategic placement of a city in relation with trade routes have been proved to be way more relevant to the development of a city than the agricultural and mining resources of its inmediate surroundings.

- Naval forces that are useful. Sorry, but naval forces have been just a mean for carring trops from point A to point B. Let them be decisive in supporting land units and taking coastatal cities.

- Attack bonus against surrounded units. Pretty much self explanatory, It seems quite probable that it will make it into the final game, seeing how it now revolves around the "one unit per tile".

- Watter supply. I cannot wrap my head around the fact that the most important resource ever in the history of mankind is always getting neglected on the Civilization series. Make water, and its access one of the main factors when developing a city.

- Differenciate culture into different aspects. Say, instead of having a general "culture" value, divide it into its different aspects: language, religion, art and lifestyle. Say, one civ language and lifestyle could be extremely dominant, while being of little influence when it comes to religion (like the US).

- UN customization. Make the player that builds the UN be able to tailor the UN into whatever they want, from a useless token bureucracy organism (as it is right now) to a proto - world goverment.

-Inmigration. Yet another crucial factor that hasn't been addressed by the Civ saga yet.

- Warfare evolving from one era to another. I don't want to see battlefront tactics and bombardement in the ancient times with spearman and catapults, then battlefront tactics in the modern age with rifleman and cannons. Military technologies should be "game changing" not only in the sense of "bigger and better units". Each era should be played differently.
 
I reckon it could be okay for one unit, max. One unit would be kinda neat to allow in without an official DOW, and the chance of a mere diplomatic incident, but allowing more than that opens it up for exploitation.

The main purpuse I would want this is for situations similar to when a continent has one tile seperating from another. Isn't really stupid that you cant go to the other continent with a boat just because one civ owns that one tile?
 
The main purpuse I would want this is for situations similar to when a continent has one tile seperating from another. Isn't really stupid that you cant go to the other continent with a boat just because one civ owns that one tile?

Not really stupid. It just shows what the value of holding choke points is.
 

trade route: hard to make a realistic implementation.
the cities along the roads connecting 2 civilizations to eachother would have high trade commerce, is it ok? but how.
well, we build road to every city. so which city would be more important for trade? in late game, nearly all plots in the landmass have road.

immigration cannot be handled.
naval forces should be more useful yes. but i don't like naval forces anyway. why? i don't like maps with many landmasses. they suck in ways of resources.

Attack bonus against surrounded units: this is cool but in which directions should they be surrounded? all6?
water supply exists only as a +2health in civ4. i agree it should be more important.

Differenciate culture into different aspects and Warfare evolving from one era to another: those would exploit the game a lot.
 
Not really stupid. It just shows what the value of holding choke points is.

In real life you wouldn't hold that land by owning it, you would hold it by having military units in the land.
 
i would like to see vassal feature improved. it was not a very important factor in civ4, however in world history it was.
 
hey i have an idea: i wish that the human themselves can capitulate or be vassals to a stronger civ.
 
hey i have an idea: i wish that the human themselves can capitulate or be vassals to a stronger civ.
it could be useful for peacemongers on deity. yet, i'd like to see more advantages especially from capitulizing AIs, rather being vassals to them.
 
Remove workers as they are tedium that really boggles things down.

Increase the value of having trade routes with a fellow civ to the AI and player. A 1000 year trade agreement should be more valuable than it currently is and should be more and more unattractive to cancel deals as time goes by. Not simply, "Well, there goes my +2 and maybe a -1 added on. It should be something that offers both diplomatic and economical impact.

Let helicopters be able to fly over a mountain or a lake.

Let me be able to pillage my own roads as well as the enemies.

If you are not going to have a "cancel build settlement" option, then let me know how much placing a new city on that spot will cost.

Make culture do something else (happiness maybe?) and bring in a new kind of way to influence borders.

Naval warfare have a bigger role. Playing on island maps sucks because of this where everyone just chills on their island until astronomy and chemistry.

Bring seas back. Although in the screenshots it looks as if something like this is coming back as is. Kudos.

Global warming, if it is going to be in - make it at least more sensible.

Nuclear plant. Make me see as an option at least. As is in 4, I would never suggest someone build one. There was a meltdown to that degree once in human history. There have been plenty of cases where that did not happen. In civ that happens every few years if enough nuclear plants are built.

I would ask that economy be based more off of trade and external things than land control so that empire size does not influence economy as much as it does in all previous versions of civ. Civ 4 was a step in the right direction but still only a small step. Land = money = power still in Civ 4. This could also open a door to an economic victory.

As stated above a balanced vassal feature would offer both the ability to gift a new feature to the player and be handled better by the AI.

Terrain elevations - see mod planetfall for an idea.

I also echo these:
- UN customization. Make the player that builds the UN be able to tailor the UN into whatever they want, from a useless token bureucracy organism (as it is right now) to a proto - world goverment.

-Inmigration. Yet another crucial factor that hasn't been addressed by the Civ saga yet.

And I really loved this one:
- Warfare evolving from one era to another. I don't want to see battlefront tactics and bombardement in the ancient times with spearman and catapults, then battlefront tactics in the modern age with rifleman and cannons. Military technologies should be "game changing" not only in the sense of "bigger and better units". Each era should be played differently.
 
I'll begin by saying I hope the Civ 5 team examines the most popular mods for Civ 4 and takes examples of those and applies them to Civ 5.
Here's my wishlist:

1. Unique and More varied units. In Civ 4 vanilla, all nations had the same looking units which were simply distinguished by a color-coded stripe on them. I like playing with units that are unique to the civilization. I also would like a larger variety of airplanes in the modern era warfare. For example, Soviet-supplied nations should have a variety of MIG or Sukhoi fighters and Soviet bombers that have certain strengths against certain units. NATO countries should have this as well. For example, an A-10 Thunderbolt should be stronger against tanks and other ground units than an F-117 stealth fighter or F-4 phantom. I would also like to see other ground attack planes like the A-6 intruder. I would also like to see the B-52 bomber and C-130 cargo plane. France should have Tornado fighters and Britain and the U.S. should have the Harrier.

2. Military Build-up and Diplomatic Crisis. I wish there was a way for the game to sense a military build up. I've played games where I've been sneak attacked by stacks of carries and transports aimed for my country. If only there was a way for the game to detect a build-up of this, have a military advisor alert you, and then have you attempt to diplomatically diffuse the situation. For example, if the diplomacy were more in-depth, you could be prompted to ask why the AI forces are stacked and aiming for your country. The AI or a human player could respond (and possibly lie) in the following ways: 1. We are conducting military exercises, there is no need to be alarmed or, 2. We declare war on you or, 3 We have no official response at this time.Then you could prompt the other nations to condemn any acts of aggression and the possible loss in diplomatic points could cause you or the AI, whoever is the aggressor, to back down. I realize this sounds very complicated and deep but you programming folks are a clever bunch! :)

3. Mass Media Narrative. Everyone loves a good dramatic story. At some point in the industrial era, there should an option for a player to click on a button that opens a newspaper, Civilization Times,to see what's going on in the world. This would be similar to the current events that already pop up on the screen. Except the news would be more in-depth. Example: Suppose the AI Japan refuses to give over a technology to the AI Korea. The headline may read: Japan Rebufs Korea, War May be Imminent! Then the story may give a few sentences about what Korea the technology Korea wanted and why this rebuf may cause a war due to other factors that cause bad relations i.e. they share a border and are different religions. Also, the Civilization Times could report on the above-mentioned example of an military crisis and report the status if no country has backed down or it could report how much of the world condemns the military build-up. The newspaper would also have softer stories about what world wonders were built the last turn and tell how exactly they help the country or tell what great people were born. It could also report tragedies around the world like airline crashes, tornadoes, and princesses getting jilted at the altar! :lol: Providing an interactive and dynamic narrative is a way to add some more fun to the game rather than just clicking and moving the mouse around while we wait for turns.

4. War Time Economic Aid. Have you ever been asked to join a war but didn't want to? Ever wanted another way to help without having to shed your peoples' blood? It would be neat to be able to give gold to another country you sympathize with so that they can instantly have military units to help fight their war. A civ would ask you in a diplomatic prompt to give 500 gold so that they can instantly produce 3 tanks, for example. The economic aid needs to be meaningful and something that could actually affect the tide of the war. If you don't want their enemy or the media to find out you can pay a higher premium for that luxury. If you fail to pay the premium, the enemy will know costing you diplomatic points and the mass media will report your donation to the world.

In summary, I want a deeper game that is more like the current world we live in. A Sim Earth, if you will. I have more ideas but need to flesh them out more.
 
Back
Top Bottom