Civilization 5 - Ideas and Views

I've got a couple ideas on religion:

1. Any city with the state religion gets +2 :), but temples of all other religions lose their :) bonus.

2. Once Scientific Method is researched, have a way for cities to lose religions (and perhaps not get them back). If this occurs, then the city gets +10% :science: and +0.5 :health: for every religion lost. OR, if a city becomes nonreligious, then FR ceases to have any effect on the city, but FS's effect doubles.

firaxis please read this. i have been playing civ4bts for almost a year daily now, and consider myself a big fan and think i know the game pretty well, its my second fav game ever. i have one major problem that i hope is corrected for civ 5. cultural pressure is too strong. if you take over a city, culture pressure keeps it from being worth anything, and sometimes u cant stop it from flipping. i've never liked that and thought it was very unrealistic. if you take over a city, it should be worthwhile and still effective. it shouldn't be practically unusable because there's other cities thousands of miles away. not only does this problem mean that the human player has to take out multiple cities just to get one good one, which shouldn't happen, it also means that the computer is far less effective. for instance, i've noticed the ai often takes on empires that are far away. usually this results in them gaining a few cities that are so surrounded by culture they're hurting more than helping their owners. this is very unrealistic and limits gameplay by a lot. its easy to fix this and i feel it really should've been done before realeasing civ 4. if you own a city...you automatically get to work its immediate tiles. maybe not the outer tiles, but always the close ones. the fact that that is not standard bemuses me. it would make for a much better game. on another note, one thing i would like just for more fun and possibilities, would be for more UU to be overpowered like the praets.

I second this. It's perfectly understandable for a conquered city to have a :mad: penalty, but to completely reset its :culture: somewhat hinders the very motive for taking a city. Also, that :mad: penalty ought to fade away over time.

On that note, all diplomatic bonuses, both + and -, should fade away over time if the conditions that cause them no longer exist.
 
I've got a couple ideas on religion:

1. Any city with the state religion gets +2 :), but temples of all other religions lose their :) bonus.

2. Once Scientific Method is researched, have a way for cities to lose religions (and perhaps not get them back). If this occurs, then the city gets +10% :science: and +0.5 :health: for every religion lost. OR, if a city becomes nonreligious, then FR ceases to have any effect on the city, but FS's effect doubles.

On that note, all diplomatic bonuses, both + and -, should fade away over time if the conditions that cause them no longer exist.

1. I'll accept that one only for Theocracy. In all other religious civics, non-state religion temples & cathedrals should grant happiness (of course, less than the state religion ones).

2. I would just go for a +10% research bonus for all cities, especially if the industrial, modern & future eras get more techs (i.e. like in Next War, & to a lesser extent Legends of Revolution). The health bonus is also nice (but it should also come on its own, unless a Sanitation tech is added).

3. The diplomatic penalty/bonus wearoff should be faster, so I agree on that one.
 
Once Scientific Method is researched, have a way for cities to lose religions (and perhaps not get them back). If this occurs, then the city gets +10% and +0.5 for every religion lost. OR, if a city becomes nonreligious, then FR ceases to have any effect on the city, but FS's effect doubles.
Probably not scientific method. I think Nationalism would be a better choice, it is the citizens 'national' pride we are talking about here.
 
Probably not scientific method. I think Nationalism would be a better choice, it is the citizens 'national' pride we are talking about here.

I don't think the issue we are trying to simulate is nationalism vs. importance of religion, though; if anything it is the Enlightenment vs. importance of religion.

I think that the best way of representing this would be to have civics/government types in which religion is beneficial, earlier on, but later ones that have major benefits, such that one really has to switch to them to stay competitive, but where religion is something of a drawback; that and a mechanism for removing a religion from one's citizens.
 
I don't think the issue we are trying to sulate is nationalism vs. importance of religion, though; if anything it ie the Enlightenment vs. importance of religion.
I was just talking about that particular point that Dragonxander PR made.
 
1. I'll accept that one only for Theocracy. In all other religious civics, non-state religion temples & cathedrals should grant happiness (of course, less than the state religion ones).

This would be good. There seems to be no penalty currently for going into Theocracy when there is a lot of religious diversity within your borders. This would provide for some demerit for going into Theocracy if you're not completely dominated by a particular religion.
 
I always find border tensions a little bit annoying, so i think there should be a way to stop it. Open borders does nothing, so maybe there should be the ability to draw borders with a country. Go into diplomacy with a country that you are having border tensions and then click on "draw borders". This could than take you into an above view of your entire border with that country and than you basically drag a line around where you want it to be. They will than accept or decline based on how much of their land you have taken away and how much of yours you have given up. If you divided 50/50, than they should accept (if they like you). If you have taken away more of their land than yours, they may accept if they are on good terms with you, but decline if you aren't that friendly. They will almost always accept if you give up more of your land than you have taken away from them.
 
That seems to me to be like an idea that would be too open to exploitation. If it was purely done on a tile basis, then you could swap your tundra tiles for grasslands, or something. Of course, this could be rectified by good coding, but then there wouldn't really be any point in using the feature. Someone would loss out in any drawing of borders, so no-one would agree to a deal.
 
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