Civilization 5

Personally, I would like to see the franchise revisit the entire city concept. Perhaps allowing settlers or other "new units" (maybe specialists?) to make smallet, more specialized auxillllary versions of the traditional 20 tile city-metropolis concept that "interact" with each other within the tradional city concept?
Hmmm... something like the cottage/hamlet/village/town concept would be interesting here... ;)
 
but they should have more autonomy and able to be developed on their own, possibly with semi-independent production?
 
possibly. i also miss the ability engineer terrain, though in civ 2 it was almost an exploit
 
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I got the Idea for Shere map from this globe/jigsaw.
Also the other idea I had was to do away with tiles and use distance.
-say the average unit can march 50 km per turn (100 with roads).
-an grassland area of 2500 sq.km could produce 2 food, 1 resource maybe.
-Empires could sprawl 1000's of kms.
(not exact but for example)
 
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I got the Idea for Shere map from this globe/jigsaw.
Also the other idea I had was to do away with tiles and use distance.
-say the average unit can march 50 km per turn (100 with roads).
-an grassland area of 2500 sq.km could produce 2 food, 1 resource maybe.
-Empires could sprawl 1000's of kms.
(not exact but for example)

Not trying to be a jerk, but I can't really understand what you mean, and it seems like good knowledge...
Can you translate better please?

You are saying over 2500 sq kms a grassland produces 2 food... but a unit can more 50km/turn...
So, a unit can cross a grassland in 50 turns?
 
You are saying over 2500 sq kms a grassland produces 2 food... but a unit can more 50km/turn...
So, a unit can cross a grassland in 50 turns?

A 2500 sq km area would be 50 km on a side (50 x 50 = 2500). This means the unit could cross the tile in one turn.

The problem with laying out a grid on a sphere is making a coordinate system that works this way. That spherical puzzle is neat but totally irrelevant. Look at the pieces--they are random jigsaw shapes.
 
-Bigger Maps that include a default set of Real World maps. Including Byzantium, Rome and Alexanders Empir, Persian Empire, Egyptian Empire, Assyrian Empire as a must.
-Categorised Civs by the Age they are playable in: Age 1 Start-China, Greece, Egypt, Assyria etc Age2 Start- Includes Age 1 and Rome, Mongolia, Hun, Germania, Spanish French etc. Age 3 Start- Includes upto-1800's civs. then add modern civs in Age 4.
-Each Civ should start with a unique technology and 1-3 other technologies.
-The game should allow for early game strategies by decreasing the years passing per turn in early ages and then speeiding up the years per turn as the game progresses. What is the point of the first 500 years or so going toward granary building and getting a few mediocre techs without the ability to field an army. I prefer Classical and Pre-classical warfare.
 
What is the point of the first 500 years or so going toward granary building and getting a few mediocre techs without the ability to field an army. I prefer Classical and Pre-classical warfare.
Inthose times, it was hard to make any advances at all, let alone a standing army
 
What is the point of the first 500 years or so going toward granary building and getting a few mediocre techs without the ability to field an army. I prefer Classical and Pre-classical warfare.

The point is to build your empire in a sustainable manner. Because Civ is not a warfare game. It is an empire building game.
 
This is actually an old idea originally used in Civilization Call the Power, but bring into Civ V sea and sky cities. I was really disappointed it wasn't a part of Civ IV. Also, a more dramatic ending to the game after the goals have been reached would be nice.
 
This is actually an old idea originally used in Civilization Call the Power, but bring into Civ V sea and sky cities.

I am in favour of sea and orbital cities, not so much of airborne.

Also, a more dramatic ending to the game after the goals have been reached would be nice.

I don;t vote for this one, though. The reward for winning the game is winning the game. There's no need for further bells and whistles.
 
This is actually an old idea originally used in Civilization Call the Power, but bring into Civ V sea and sky cities. I was really disappointed it wasn't a part of Civ IV. Also, a more dramatic ending to the game after the goals have been reached would be nice.

Can you give me an example of a "sky city"? Maybe I'm not following what you mean since I never played CTP.
 
Can you give me an example of a "sky city"? Maybe I'm not following what you mean since I never played CTP.

When space becomes available to you, you get a second layer of map, representing near-Earth space, superimposed over the first one (similar to Civ2:Test of Time). You can then build cities in that layer, though not do all that much with them.
 
I guess I will stand with Camikaze and say that I think that is a terrible idea for Civ 5, in that case.
 
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