Civilization 5

One thing I would like to do with the civs is to make Russia and the Soviet union different civs. Peter and Catherine can remain as Russian leaderheads while Stalin transfers to the Soviet Union. Maybe Lenin can be a leaderhead for the Soviet Union too.

Another idea I have is a coup that can occur in your nation. If your people are VERY VERY unhappy, they can revolt against you and create a new nation. However, this won't be a small rebellion like the ones in the Revolution Mod. I'm talking about a MASSIVE uprising. Depending on your civics and how much the people detest you, it's possible to lose most of and even all of your cities. However, if you have civics like police state or monarchy, you may retain a sizeable army to fight the rebels with. If you are on good terms with one of your neighboring civs, you can flee to that country, where your friend can send his/her troops to help you out. It may even be possible to coax or force your way onto the throne of another empire with which to crush the rebels.
 
Another idea I have is a coup that can occur in your nation. If your people are VERY VERY unhappy, they can revolt against you and create a new nation. However, this won't be a small rebellion like the ones in the Revolution Mod. I'm talking about a MASSIVE uprising. Depending on your civics and how much the people detest you, it's possible to lose most of and even all of your cities. However, if you have civics like police state or monarchy, you may retain a sizeable army to fight the rebels with. If you are on good terms with one of your neighboring civs, you can flee to that country, where your friend can send his/her troops to help you out. It may even be possible to coax or force your way onto the throne of another empire with which to crush the rebels.

See this post.
 
Most civs don't have modern leaderheads. I believe that a few were introduced in BtS, but for the most part, most leaderheads are from earlier times, and most leaderheads are from completely different times. This does not matter to game play, but it matters to aesthetics, especially in late game. I liked the way Civ III solved this by having the leader head evolve with time (Caesar didn't look like he was stuck in 50BC, Montezuma didn't wear a headdress after the Aztecs had factories, etc.). I can live without a thousand leaders to fill the void of time, but I really believe that having leaders not look completely out of place in their time is a necessity for the game, something lost in Civ IV.

1stcontact2035
 
@ Vandal Warlord, I agree with that - except I really would rather see Monte in a Tux and a Headdress :-) Or perhaps even when you have GOOD relations with him no headdress, when you have mediocre to bad relations and he starts demanding et al, he puts on the headdress and is an ass hehehe.
Immersion is good, Fun is good too.
 
I would love to see an overhaul of the graphic/map engine that used a hex-based grid rather than squares. This would make moving in every direction the same actual distance. As well, with no way to go "between" two diagonally adjacent tiles, it would make creating defensive lines with your units more feasible.

A hex grid has been my major feature desire since I first played Civ2.

For a totally graphical feature with no effect on gameplay, how about being able to watch the passage of time on-screen. It should slowly cycle through day and night in different parts of the globe with shadows moving in relation to the location of the sun. Again, it would not relate to game turns or time, but it would help make apparent how many "just one more turn"s you've racked up in the session. :)
 
I would love to see an overhaul of the graphic/map engine that used a hex-based grid rather than squares. This would make moving in every direction the same actual distance. As well, with no way to go "between" two diagonally adjacent tiles, it would make creating defensive lines with your units more feasible.

A hex grid has been my major feature desire since I first played Civ2.

Hex just falsifiate the distance less than square, but the distances are still falsified with it.
 
I would love to see an overhaul of the graphic/map engine that used a hex-based grid rather than squares. This would make moving in every direction the same actual distance. As well, with no way to go "between" two diagonally adjacent tiles, it would make creating defensive lines with your units more feasible.

A hex grid has been my major feature desire since I first played Civ2.

While I've never considered hexes, that is a GREAT idea. There is a reason that basically every wargame ever made is created on a map with hexes. I really hate seeing the "I'll just go diagonal" shortcut...you move much faster by going diagonal.
 
Hex just falsifiate the distance less than square, but the distances are still falsified with it.

Given that the distance between the centers of any two adjacent hexes is always the same, I don't understand your statement.

There is a reason that basically every wargame ever made is created on a map with hexes.

Exactly! Those designers weren't just "more nerdy" than the ones that used square tiles. ;)

The terrain would also look more natural without the corners and diagonals.
 
One thing that would make a real difference to Civ would be the ability to produce more that one item (unit, building, wonder) in a city at one time.
(Feel free to paste a link in if this has been discussed already)

As a city builder type (rather than a warmonger) I would go to war more often; as I could pop out more units along side my buildings and wonders. My true industrial strength would be seen.

The reverse is probably true of warmongers. They would build some better cities, which is true to life.

I like the idea of having a smallish standing army, and having the ability to pump out a bigger one when I need it, but I don't want it to interfer with my building... much.

The way I would see it working is that you could choose to put any number of your sheilds into one or two productions. This would be similar to the espionage screen where you can split your espionage points in any ammount between any other leader. So I could use 75% of my sheilds to keep builing my wonder that I started 15 turns ago, while also using 25% to build a unit to assist in keeping Monty at bay.

I know some will say that you just slot units in between buildings and wonders, but I think that the big city players never get to entirely flex their big city might due to the one production per city.

What do thers think?
 
One thing that would make a real difference to Civ would be the ability to produce more that one item (unit, building, wonder) in a city at one time.

You could also have the ability to produce multiple buildings of the same type in a city for a cumulative effect. The buildings should give less advantage alone then they would have otherwise, and also should be capped (some buildings should be capped at 1, for instance). This could also introduce the possibility of gameplay with lower resources (larger in city bonuses, hence you don't need a heck of a lot of bonuses). It would be something to be careful with when balancing the gameplay, though.

1stcontact2035
 
i think that your cities shouldn't produce armies and the like, or at least not as their primary production. rather, your armies should be based on such factors as the size of your civilization, how much wealth you devote towards your military, the state of technology, and whether or not your civilization is inclined towards war.

also, i don't think that your civilization should be slanted towards one advantage or another; for instance, if you start off as japan, you shouldn't be any more militaristic than, say, india. rather, the degree of your militarism or economic nature should be dictated by what wonders you build, how much of your wealth you devote towards your military, what technologies you investigate, and what form of government and society you choose.

as far as technologies are concerned, there should be a coterie of smaller technologies to investigate, that aren't necessarily all attainable during a game. for instance, tactics could have a variety of sub-technologies, as well as gunpowder. not only would it allow you to customize your civilization, but it would truly create differences in the civilizations. another example would be nuclear power; a civilization could master peaceful nuclear power, and replace fossil fuel burning plants with nuclear ones (think modern day france), while another could strive towards a massive nuclear arsenal (soviet union), though investigating and/or implementing both would likely be prohibitive in terms of time and cost.

a rundown of my version of civ 5 would be that you start the game as a settler, settle down, and begin investigating technologies that pertain to the climates that surround you. for instance, if you're in a landlocked region, you can't investigate seafaring, but you can investigate mining. if you choose to specialize in mining silver and gold over, say, iron, then your civilization could become wealthier, whereas if you chose iron instead, then your civilization's military would become equipped with better weapons. eventually, you could also master all of the mining technologies during the course of the game, as they would become cheaper to investigate.

as a landlocked civilization, i also couldn't even begin to think about building a water-based world wonder. however, the pyramids would probably be a great option.

so now some civilization decides to go to war with me. a different timescale applies towards the war. the game's timeline might be on a 100 year scale, but not the war. the peloponnesian war lasted about 25 years, so that's how long we're talking about a war lasting. in it, everything gets produced as normal, except for when war damage applies. for instance, if some foreign army sacks one of your cities, but then bails, its production is gonna be hurt, and not up to full capacity for quite some time. if you have a city that has a large population, and your troops are pulled heavily from that city, then they get returned once the battle is over, unless the troops are killed; in that case, the city's population and production are hurt for some time.

as far as the timeline is concerned, let people micromanage the game on a scale with a year or even a month as the single unit of time. however, if they choose to do so, then in the beginning of the game, they'll be waiting for a while, because battles may happen on the shorter time scale, but everything else won't. it'll still take a long time to produce, say, pyramids. perhaps cities wouldn't have just one granary, but multiple granaries though having only one or two granaries would control a city's population. and of course a larger city would produce far more stuff, perhaps with simultaneous production queues, though it'd be far more inclined to rebellion and other nasty effects early in the game.

around, say, 0 AD, it should be pretty obvious what type of civilization you're playing. if you've chosen to develop iron mining, smelting, phalanx tactics, and maybe a warrior ethical code, then it should be difficult, if not impossible, to be anything but a warring civilization. if, however, you've chosen to not specialize in anything, then you should be able to subsist as a country like, say, switzerland, but you should also probably be the same size as switzerland as well. the purpose of civilization is to win by growing large and dominating the world, however you choose to do it. perhaps there should be a premium for military domination in the beginning of the game, but not in the end. however, i digress. you should be pushed in the direction of specialization, though not necessarily forced to do so. in fact you should be able to create whatever kind of civilization you want, and the results of your choices shouldn't necessarily be pre-determined. for instance, i'd be very happy if the developers actually didn't know what combination of technology, civics, and religion would fare best.

finally, i'd like to see the game manage itself. if you just sit back and let the game play for you, then it should be like flying a plane; it'll fly itself, though if you're flying towards a mountain, the plane will fly right into it. in other words, you really do need to manage your civilization to some extent, though micromanagement shouldn't necessarily be encouraged (though allowed).

i don't think any of this is impossible or even necessarily out of the question to code (depending on how much coding has already been done), and it would open the game up in many different ways. like i said, i really want a more realistic army production, and for the path of my civilization to NOT be predetermined. let me customize my civ as i see fit, and investigate all sorts of technologies, perhaps even at the same time.
 
also, i don't think that your civilization should be slanted towards one advantage or another; for instance, if you start off as japan, you shouldn't be any more militaristic than, say, india. rather, the degree of your militarism or economic nature should be dictated by what wonders you build, how much of your wealth you devote towards your military, what technologies you investigate, and what form of government and society you choose.

Or you could just go back to playing civ 2...
 
ryancammer, I like your idea about not being able to research certain techs unless they are relevant.
 
Bring back the feel and look of each era - Different UI and leaderheads for each era.

More useful information from the advisors.

More gritty graphics... I cant stand the civ4 graphics - its like a rainbow puked all over the place.

In general - bring back immersion!
 
At least for me, this idea is very addictive and important.

You know, civilization has so many fan site, like cfc who was the best i ever saw
In those site, almost everyday there's a new units that was make by those creative fans.
And i'm sure there's so many creative people there that easily could made and put those unit into them civ
But i'm really sure, that there's so many of newbie that just could look at those units, and just imagining to put them into them game.
Why???
Because the newbie like me has spent many days to study to how to add those units to them game, but i think, ain't the only who feel really frustated about adding those new units

Is it difficult for firaxis to simplify those process??
Maybe they could made it simplify it like the way they simplify the modding process.
Frankly, one of the most innovative improvement i saw when i played civ 4 for the first time is, how easily we could change a mod now???

My wish list is, firaxis would made something like add unit menu, so, we just need to browse the fcl files or anything that we need to, like the text and so on, and then we just need to set it status (i was dreaming if the game could give a suggestion), and then we choose to put those unit to our own made mod, or put it in the other mods, or just put those unit to the normal game....

Maybe the others would feel if this is an useless idea
But at least for a newbie like me, this is dream come true
 
I think Civilization IV was good but I agree that we need some other things. Land Transport, Helicopter and Plane transport needs to be included and thought about its integration so that you don't need to rebase to get the helicopter transports elsewhere...
 
Hi all and sorry for not having time to read this great thread, so if this was mentioned, I apollogize. (I'm just starting reading).

I want to propose a change to the way terrain is currently layed out.

- Forget about sqares/tiles (or even hexagons, a la Panzer/Fantesy General), I'd like to see uneven and intricated pathces of terrain, in all shapes and sizes. This could create intersting strategic situations, as some would be harder to defend.

- Elevation (a la SMAC, but better implemented, in relation to world size). e.g. a big mountain on a huge world could be 15-20 "patches" in diameter.

- Cities expanding on neighboring tiles! The current system is ommiting that when a city grows is overruns its suburbs. So if you want to grow your city past certain sizes you have to sacrifices those tiles, losing their initial benefits, trasforming them into city-tiles.
When such a metropolis is attacked it must be defended in each of the tiles, and you could get divided cityes (like Berlin!).

I'm attaching 2 very crude representations of my ideas.
 

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Forget about sqares/tiles (or even hexagons, a la Panzer/Fantesy General), I'd like to see uneven and intricated pathces of terrain, in all shapes and sizes. This could create intersting strategic situations, as some would be harder to defend.
So like splitting up the terrain into, say Regions?
 
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