Civilization 5

Here is a list of ideas I think would make Civ V a much more realistic game. I have so many ideas I will break them into chunks for you guys.
RELIGION
Here is a list of some religions that should be add
  • Paganism
  • Greek Polytheism
  • German Mythology
  • Norse Mythology
  • Orthodox
  • Sunni Muslim
  • Shiite Muslim
The Orthodox, and 2 Muslim religions could be caused by splits in a city due to outbreaks of Heresy. Another possible effect of Heresy could be that a certain religion is removed from the city with several angry citizens.
I think another interesting Idea is allowing religous holocausts, not to be offensive to anyone, but you could "sacrifice" population to remove an unwanted religion.
I also think that there needs to be more religous buildings, here are some possible buildings
  • Religous Schools
  • Not all religous buildings should be called temples, there should also be Churches and Shrines
Rival religions, caused by splits could cause nations to have an extreme negative attitude towards the original church and vice versa.
Other possible outbreaks could be cult outbreaks causing a loss in population.


That concludes my Religous Ideas, but I think having more religions is a necesity to Civ V.
 
Here is the next chunk.
Civilizations and Relations

To make gameplay more realistic they should make the Map of Earth bigger, then they could add more civs, such as
  • Russia should split into Kievan Rus and the Novgorodians
  • Hungarians
  • Vikings should split into Norwegian and the Danish
  • The Alomahods or Moors if you will
  • Possibly the Aboriginees, the original Australians
  • Iriquois
  • Apachean tribes
  • Kingdom of Jerusalem

They should also have stronger National "groups" with more negative relationship points for declaring war on friendly nations.

They should get rid of the Generic building and give each civilization their own set of buildings, for the most part, excluding modern buildings.

Thats all for Civilizations and Relations I still have a couple chunks left, tell me what you think.
 
or you know.. Canada would be nice...

I mean the whole peacekeeper/diplomacy thing would kinda be a neat new angle.. like the Peacekeepers in SMAC
 
This isnt intended to offend people, but may, but we keep making all of the barbarians into civs, who will be left to represent the barbarians?
 
Why even have "barbarians"? A lot of it is subjective anyway. Barbarians are just civilizations that seem relatively underdeveloped, with very little regional influence.
 
This isnt intended to offend people, but may, but we keep making all of the barbarians into civs, who will be left to represent the barbarians?

Because right now their kinda lame and pointless? The only time I even worry myself with them is the extreme early game when moving settlers around if i get that 'Barbarian Uprising' event early in the game. For 95% of the game Barbarians are a foot note. The best example is in one game the Barbarians managed to colonize a remote Island that no one discovered until the invention of Satelites. They have 5 cities and were still completely wiped out within 5 turns of troops arriving on the island.

Besides I'm not advocating them becoming full fledged factions, I'm just saying theres alot of unused potential in them. As far as knocking over a few huts to steal stuff or stealing their cities with your lamest units because you've got nothing better to do, their awesome. But thats old.

I really think them having basic diplomacy options might make them more interesting, especially if 'Barbarian Nations' clustered 2 or 3 cities closely together making them worth talking to and trading with. For the warlord player he can still wipe them out if he wants but it opens the door for what this game really needs; alternative gameplay.

Lets face it this game is 45% resource management and 54% hack and slash, military strategy. Diplomacy barely factors into it at all. I think the biggest improvement imaginable for Civ 5 would be for Diplomacy to become a viable factor in the game to the point where a player could almost play a Diplomacy-based game instead of a Military-based game.
 
I think the game would be much more realistic if mines that were built on a hill with no resource dont give off any production, and tiles with no resources didnt give off commerce.
 
Or how about including Language. It could be displayed like religion and could bring civs closer together and encourage more trade.
 
or you know.. Canada would be nice...

I mean the whole peacekeeper/diplomacy thing would kinda be a neat new angle.. like the Peacekeepers in SMAC

I hate to say it because I am Canadian but Canadian peacekeeping is largely a myth, sure we did it but majorly we did it during he 1970's 1980's
 
I agree with what most of u are saying but I think it would be best if they factor in a more realistic battle sequence scene, where you dont have improvements on units except for what happened in civ 3(veteran, elite, conscript, regular) and attack enemies and have to outsmart them, because civ 4 is too chance oriented and not enough brains, they could add in other civs and units but the barbarian diplomacy sounds nice, but give the units their own brains, and civ 5 should focus on improving their fundamentals and returning to what they have and maybe hire pepole to play as the leaders to play againts other players playing at the time and make the game more realistic.
 
Here's my 2 cents:

It shouldn't take a freakin' thousand years to march your army across the country to confront another civilization! Nor should a city take a few hundred years to produce some soldiers bandying small munitions. in fact, i think that battles should be fought on a time scale that's separate from the game's time scale. military production should be a product of a civilization's wealth, excess population, and other factors, and cities shouldn't have to dedicate resources to military production at all, or if they do, perhaps they should be able to set aside resources that are exclusively for military or technology or spirituality or some combination thereof.

actually, controlling the battles themselves would be pretty cool. that could lead to a game within the game, and then allow the user to decide where they want to spend their time playing, whether it be as a general of their battles, or as a manager of their civilization.

and finally, troops should be comprised of just one unit type. if they're produced in a city (again, from resources dedicated to the development of military, technology, or spirituality or some combination of), then the ratios should be constrained by the resources around the city. for instance, if a city doesn't have access to a forest nearby, and it's not connected via roads, then there shouldn't be any way to build catapults. and, if catapults are built from timber that's imported from another city, then there should be some penalty associated with building those units.
 
I think that the multiplayer community has beena phenominal part of the civilization series. One thing I could see is something that is like they have in Yahoo! games, a running and updating ladder system built in. Perhaps in a tab or something. Perhaps not only that, many in the MP community (which is a whole different animal in civ) have developed teams, from which they compete in various tournaments and competitions.

Perhaps when it comes to teamers, perhaps add the option for a team name. Instead of just showing the individuals score, perhaps add a spot for the overall score. Most of us posting here have access to the internet, I could see Multiplayer becoming more of an integrated part of civilization, perhaps a way to "watch" matches, for new people. It would be cool if there was a way for people to pop in and out without affecting the course of the game. This would be a good way for newcomers to be able to learn new things. Not only that, game channels like G4 or something could log on or something and we could have matches and, ultimately publicity. It's a bit of a stretch but I could see it working.

Finally, perhaps in the game host screen for MP, perhaps if they choose a team game, split it into enough columns, where they can have captains on each team, and they choose players from the pool. At the top, could be the team name (like "Knights of Civilization" for instance) followed by the players. Obviously the host would choose settings and such but it would be easier to tell who is on your team.

Also, perhaps in the civ's flag section, perhaps the players can be able to customize their default flag with maybe a pic file on their computer. Since when you play civ, it's basically your civ, perhaps along with renaming the civ, have the ability to change the image on the banner.

Simple things, but I think the multiplayer arena has a lot of potential, even more so than it does. Many in the MP lobby have been playing the series since the beginning, and I would love to see a big improvement in the MP lobby and gameplay.

Just a thought

broska
Captain_Mitchell (MP logon)
 
Here's what I would like to see in the game:

1. Moving units from Airport require somesort of passenger or cargo plane.
2. Perhaps some sort of "Olympics", where you build the Olympic Parks to gain a chance at getting the Olympics. It goes for a vote (hiding which city is which) and the top vote city gets the "olympics", which boost culture and commerce. A city cannot gain Olympics again for 4 votes or something
3. Alternate score system available. Perhaps 2 points per city, 1 per 5 population. Wonders 4 points, Technologies start at 2 points, and gain a point for each era. Add points for capturing cities (in addition to city bonus), and a bonus if you actually kill the civ, like a 7 pointer. Different culture levels could have points to. You don't need 100 pointers or such. Maybe a smaller point system or something.
4. Customizeable banners for civs for the average joe. Perhaps there could be an option for you to place a pic from cpu as the banner, giving it more of a personnal touch, especially good for teams or clans in MP, just something cool to add
5. Instead of a default say axeman, perhaps you design units based on technology. It could by default build an axeman, but you could create a unit with powerful weapons, or save production time and unit cost by cutting back. This would allow for "alternate" histories, as each player would have it's own brand of units. For civ-specifics, you could add civ-specific weapons to add. You could build massive numbers of smaller units or attack with a few "big" units.

6. Built-In Ladder system for MP: Perhaps a way you could see how you stack in the MP lobby is a built-in ladder system. Your points accumulated overall and for the day could be posted, including wins, losses, etc. You could also add in teams or the clans we see in the MP lobby.

7. States- Like the United States, perhaps team games or civs can break down into regions. This could be an added expense, but it could cut down on corruption. This would be also useful in team games, perhaps instead of different civs, you are different "States" of the same civ. We added vassal states, perhaps you "draw" the state lines, and the bigger the state, the larger the cost, but perhaps the less corruption and better commerce the bigger cities or pop. This would expand the governor's role as instead of a city radius, you work tiles in the state. Just a thought, I think it would be most useful in team games. They are implementing it in the game Superpower and Superpower two, You could also have a city shift it's production to another city. Like for instance, "Wisconsin" could shift some of it's food or hammers to "Iowa" to help there, at the cost of it's economy or costs. This would also add an angle on the random events, governors could be better able to deal with disasters or provide relief to neighboring states.

8. The ability to buy and sell land via gold. Perhaps after currency, you are able to purchase territory or sell it to someone. With states, you could sell the various regions, and save on costs or expand your empire through your economy.

9. Each resource or forest could have a set number of "units" available. For instance, one supply of oil could be set at 1 million barrels, and the barrels to be spread accordingly. With fluctuations in oil supply or other resources you would have to negotiate your resources wisely. Perhaps instead of a "one source provides all", perhaps have a resource cost. Perhaps one of your additions to a tank or motorized vehicle could be an ethonal engine, which would be able to sacrifice resource cost with maybe corn or sugar. As supplies of resources thin out, perhaps unit support costs go up, or it affects production and population. After say ecology or so, you are able to see how much Oil or iron there is in a specific spot. This could add another aspect, additions to mines and wells. Perhaps you have a max output, where you might only be able to produce x number of units of that resource, therefore it affects how fast you can build a unit. Like a granary, you will have a "Warehouse" building which could collect Iron, bronze or other metals while Oil Tanks would store oil or other liquid resources.

10. Logical weather patterns: With the random events, perhaps it would make sense if say hurricanes would follow a rather normal path (not consistent, but realistic). Like Hurricanes on earth start south across a penninsula, and head north. Perhaps Hurricanes become a "natural unit", where there strength is predetermined, and whatever they pass over is affected, land reducing their strength a set amount per turn. Perhaps buildings or upgrades would reduce the affects of natural disasters and a police station or national guard post would help with civil events.

11. In MP- The ability to "spectate" a game. This is useful for new players as well as someone directing, say a tournament. You have to be careful, as it should require you to not be able to tell others what's happening or else this could be abused. But in many online games, you are able to sit and watch a match, you just might only either be able to watch, or chat watching a "limited" view on the activity.

These are some of my ideas, I'm sure I'll come up with more. See you in the MP lobby, Captain_Mitchell

BRoska
 
Here's my 2 cents:

It shouldn't take a freakin' thousand years to march your army across the country to confront another civilization! Nor should a city take a few hundred years to produce some soldiers bandying small munitions.

I agree with you, and I think the reason Civ distorts time in the ancient era is because its creators assume everyone wants to rush-rush-rush to the modern era and "not dwell too much" in ancient times. It's absolutely unfair to those of us who LIKE the escapism of playing in the ancient era, to make one turn blast past 40 years of history, yet in the modern era it's only half a year. There is a huge amount of ancient era potential play that gets lost if a single turn wipes out an entire dynasty's worth of time.

400 years to build a scout, I still can't get past that. What kind of idiot can say with a straight face it takes 400 years to build a scout? Sid himself? I dare him to sit face to face with me, and say, WITHOUT breaking out into laughter, that it takes 400 freakin' years to build a scout.

in fact, i think that battles should be fought on a time scale that's separate from the game's time scale. military production should be a product of a civilization's wealth, excess population, and other factors, and cities shouldn't have to dedicate resources to military production at all, or if they do, perhaps they should be able to set aside resources that are exclusively for military or technology or spirituality or some combination thereof.

One of the more unrealistic aspects of the game that drives me nuts is that you can have a very small-population city virtually "mining axemen out of the hills". What that's supposed to represent is that mines are providing the axes of course, but what about the population? Do they just magically appear out of thin air every time your craftsmen make an axe?

I don't get quite as upset about only having one build queue. That's fine with me. But if the build queue is for *military* units, what that queue should represent is a build of WEAPONS, not UNITS. Once you have WEAPONS, you can either store the weapons, should be able to trade them (as an arms dealer sort of economic activity), or arm up some of your POPULATION to build units. And that POPULATION comes out of your city's population, but without the anger you get from slave-whipping.

For training, if you have a barracks it should be an automatic XP boost, but rather an option to use it for "basic training", in which units are in training mode to gather their XP, OR you can just send them right into a fight at 0 XP and let them build experience in the training ground of hard knocks. That adds a strategic choice and I think would enhance the game-play experience.

actually, controlling the battles themselves would be pretty cool. that could lead to a game within the game, and then allow the user to decide where they want to spend their time playing, whether it be as a general of their battles, or as a manager of their civilization.

I'm glad I'm not the only one who thinks this way. The objection some people have to this is that it could "take too much time" to play with full battles, but the way MTW does it you always have the option to "auto-resolve" a battle, so that if you want to get past several small battles without MMing them, you revert back to a game-calculated result. In MTW the calculation pays attention to the match-up of units each side has and, if for example one side has all cavalry and the other has all pikemen, big statistical advantage on the pikeman side, but when it's more balanced in the type matchup, then is calculates down to more of a numbers versus numbers result.

This brings up another factor that not even MTW has right now, but I think would be a great addition: if weapons are considered an extra commodity, and you GAIN weapons as a main source of battlefield plunder, this should be reflected in the game, to where winning accumulates weaponry for the empire, and losing costs weaponry. If you have a lot of weaponry, rebuilding units is a simple matter of shaving off the excess of those high-food cities, and either training them or throwing them into the legions right away (with your imperial WEAPONS cache). If you don't have a lot of weaponry, the best you'll be able to do is just generate a lot of "warriors" without anything to bring to battle. New dimension to wartime strategy, which I think would be interesting.

And some units like "SEALs", rather than be a UU for America, should be the result of starting with a "Marine" and setting it aside for a full year of game time and a gold cost, for training, then it becomes a "SEAL". The weaponry is similar, but the training is advanced. Other units could probably transform that way too, like going from a "Knight" to a "Crusader Knight" perhaps. If you preplan and spend gold, you can build a better army, but if it's slapped together in haste, obviously not.

and finally, troops should be comprised of just one unit type. if they're produced in a city (again, from resources dedicated to the development of military, technology, or spirituality or some combination of), then the ratios should be constrained by the resources around the city. for instance, if a city doesn't have access to a forest nearby, and it's not connected via roads, then there shouldn't be any way to build catapults. and, if catapults are built from timber that's imported from another city, then there should be some penalty associated with building those units.

In other words, WOOD should be a resource, similar to other resources in the game. I'd even take it to special types of wood: yew trees required for Longbowmen, for example.

Forestry management should have more options than just "chop", too. Sometimes what you want to do is PLANT a forest (for health and/or added wood resources). Or as a defensive enhancement to a chokepoint hilltop, in "defensive terraforming". It shouldn't be too difficult to bring back planting, as we had this ability in Civ2.
 
Also, a suggested change for the effect of a Great General leading an army: instead of it being an "experience boost" (which is unrealistic that a general can just show up and suddenly n00b troops are expert at what they do), but rather a MORALE boost. Morale should be a military factor, as an additional dimension to combat power and experience level: high morale troops are more willing to fight, and lower morale troops are more likely to desert the battlefield. Some other morale factors could be:

+ morale bonus for victories over time
- morale hit for losses over time
+ morale bonus for taking plunder (increased if a higher share of plunder goes "to the troops")
- morale hit for long times in the field (in wartime) with no plunder or victories
+ morale boost with a pay raise (adjustable in the F2 screen perhaps)
- morale hit with a pay cut (similar to "strike" but not as severe)
Random boost or hit if a GG dies (may be an inspirational death and a drive for revenge or "honoring his name", or may make them question the ability of the army to prevail, just depending on how it flows through the ranks)
+ morale boost for charismatic leaders (rather than XP boost)
+ morale boost for spiritual leaders in times of Theocracy
- morale hit in times of Pacifism (rather than maintenance hit)
...etc.
 
Here is a list of ideas I think would make Civ V a much more realistic game. I have so many ideas I will break them into chunks for you guys.
RELIGION
Here is a list of some religions that should be add
  • Paganism
  • Greek Polytheism
  • German Mythology
  • Norse Mythology
  • Orthodox
  • Sunni Muslim
  • Shiite Muslim
The Orthodox, and 2 Muslim religions could be caused by splits in a city due to outbreaks of Heresy. Another possible effect of Heresy could be that a certain religion is removed from the city with several angry citizens.
I think another interesting Idea is allowing religous holocausts, not to be offensive to anyone, but you could "sacrifice" population to remove an unwanted religion.
I also think that there needs to be more religous buildings, here are some possible buildings
  • Religous Schools
  • Not all religous buildings should be called temples, there should also be Churches and Shrines
Rival religions, caused by splits could cause nations to have an extreme negative attitude towards the original church and vice versa.
Other possible outbreaks could be cult outbreaks causing a loss in population.


That concludes my Religous Ideas, but I think having more religions is a necesity to Civ V.

...

The game designers specifically excluded the "mythology"-type religions, such as Greek/Roman polytheism, "paganism", whatever you are trying to represent with that vague term, German and Nose mythology, the Egyptian pantheon, etc. because every culture had some sort of ancient mythology, and it would be ridiculous to add them all. Instead, those are all represented by the "Paganism" civic (look in the Civilopedia!). The major religions in the game were selected due to modern status as a major world religion with millions upon millions of followers, and for name recognition. The character of ancient religions, especially the Greek polytheism, also does not mesh well with what we consider religion today.

Two religions that could possibly be added are Zoroastrianism and Sikhism, both old religions that have survived to the modern day.

The "temple" building is whatever the smaller version of the main religious building is for that religion. For example, the "Christian Temple" is just a church, and the special name "Cathedral" is reserved for the big building. You can rename them in the game already if you want, but I think Firaxis did that just to keep everything straight and organized (as in, all religions get a missionary, a temple, a monastery, a "cathedral" building, and a shrine).
 
Inclusions in Civ 5

New Civilizations

In vanilla Civ 5:
  • Songhai

In the first Expansion pack:
  • Austria (Instead of HRE)
  • Vietnam
  • Sioux (Native American splitup)
  • Israel

In the second Expansion pack:
  • Australia
  • Brazil
  • Iroquis (Native American splitup)
  • Poland
  • Hungary
  • Maasai
  • Phoenicia
  • Timurid Empire

New Religions

In vanilla Civ 5:
  • Zoroastrianism

During the second Expansion pack:
  • Sikhism

New Units

Partisan
Caravan
Cataphract (Or 'melee' Horseman)
Medieval Age Horse Archer
Peltast
Quadreme
Diplomat

Gameplay Tweaks

  • Max civs capped at 32
  • Random Start Earth Map
  • 2 Kinds of game - Historically realistic and Boardgame-alike
  • Language included
  • Borders can be changed through diplomacy
  • Stability effects economical income (Like in EU2)
  • You can lose map revelation unless archived in some way
  • Diplomatic options are better, plentiful and more powerful
  • return of the PALACE and THE THRONE ROOM
  • ...and the High Council
 
Get rid of the cross culture expanding border, make Borders realstic, Thats one thing I really want to see in Civ 5
 
I would also like to see an Immigration system applied to the game. Thus someone could recreate what happened in countries founded by Immigrants(like the USA)
 
Well, since we seem to have the realism discussion covered, I'l like to add my only real contribution:

The GUI. It may sound like such a trivial detail, but I think there are many, many ways the interface could be improved and streamlined. For one thing, I find the whole concept of the city screen outdated. With current horsepower it should be trivial to implement menus that smoothly pop up when you mouse over or at least select a city. With translucencies it can be made very pretty.

I mean, I can mouse over a city and already get alot of info in Civ4. GP points, food growth, production, most of it I can see. I can even control prodcution que from the map screen (thank God). So why can't I manage specialists, worked tiles and everything else? I can't even see GP probabilities, resources, trade roots or existing buildings from the map.

Basically, I'd like the entire game to be completely and fully playable from the main screen. I suppose the only exception would have to be certain hyper-specific functions, like diplomacy and the info screens. But it'd be nice to be able to resize those and have multiple info screens open at once, or have them automatically intelligently resize if I'd like to, say, see foreign relations while I'm about to make a trade (to make sure I don't piss off any friends).

EDIT: Oh, while I'm at it, it'd be nice if displayed information was more context sensitive. Like, currently we can toggle tile value, grid and resource markers on and off at will, but why not make it so that they automatically come on when we'd want them, like selecting a city or worker? Tile vals already show up when selecting a Settler, why stop there?
 
Back
Top Bottom