Civilization 5

Promotions need to be re-jigged.

I think specific promotions should be only earned after the act has actually happened. City raider, cover and shock should only become available after a unit has successfully raided a city, attacked a melee unit etc. I think tile specific promotions should come from barracks alright, but i think combat and medic promotions should have to be paid for, as they would involve equipping a unit with new tech as well as training.
 
Combat needs to be overhauled.
The idea that a unit needs to fight "melee" get shock, disregards the fact that promotions represent using gained XP to Train

I want:
GUI:
* Multiple Missiles to only take up one unitspace with a number overlay indicating how many there are. Clicking on the missile could do one of two things:
1) Expand the display to show all the missiles for selection.
2) Give a input popup to put in a number of missiles to select.

Combat/Unit Mechanics:
1) Limit the number of units per tile.
2) Limit the number of units fortified in a city.
3) Add new buildings that increase limits: AirForce Base, Army Base, etc.

Combat/Unit Mechanics:
* Ability to join multiple units together.
That unit will have more HPs, but only take up 1 unitspace & get 1 attack.
Possibly only allow splitting the unit when it is 100% Health.

More effective units, Less unit spam on larger maps.

Combat should be more effective in the later stages of the game, without having to resort to nukes. Domination victory is next to impossible w/o nukes if you can't accomplish it before the end of the MiddleAges/Renaissance.

Mechanics should allow for Builder CIVs/players to compete more effectively without such a large emphasis on having to go to War.
 
Mechanics should allow for Builder CIVs/players to compete more effectively without such a large emphasis on having to go to War.


I agree with this, I often like to play through a game without going to war unless I'm forced into it. Its would be nice if there was more emphasis on politics and social affairs as well as economics.
 
Perhaps units should consume some of the food of whichever city's radius they are within, is they are not within any city's radius then they have reduced morale as they have to hunt for their own food. This way instead of limiting the number of units on a tile/in a city there is a natural limit as the city would starve if you bring too many troops in. But then the whole food system and the whole unit support system needs an overhaul, that might make an interesting mod.
 
I agree with this, I often like to play through a game without going to war unless I'm forced into it. Its would be nice if there was more emphasis on politics and social affairs as well as economics.

One might be given the option to set aside a given number of money and resources each turn in order to be prepared for swift mobilization instead of this constant building of units that sometimes just hang about for ages doing nothing. Of course, garrison troops and some kind of field army should always be necessary, but the present system is, in my opinion, over the top.
 
Hello fellow forumites! You don't know me, but I do know you. Long-time lurker and Civilization player. This is my first post, so decided to introduce myself a bit.

On topic: many awesome things already were said, won't repeat any of these. Will add my 2 cents, though. Think I didn't saw them anywhere in this kind of posts (at least 3 big ones at the moment).

1: Let's imagine we are playing Earth map, for simplicity. I am playing... for example, Russians.

And WHY in about 2000 BC our Civilization, located in Eastern Europe / Western Asia (I tend to expand to Europe first, no matter), so anyway WHY do we already pretty familiar with Zulu, Spanish and Chinese people?

My point: exploration should be changed. Fog-busting lone warriors, traveling for centuries and millenias are silly. It should be HARD to travel through all Eurasia or comparable landmass.

2: Again, Earth map. I am... for example, Egyptians. It's about 1200 AD, and things are going smooth. Suddenly, my friends Chinese (well, okay) are calling me to declare WAR to their most hated adversaries, the Vikings. I mean, huh?

Dear Qin, you are in China. And Mr. Lodbrok is in Norway. And it's middle ages, we don't have motorized transportation, railroad or airplanes to get there! And by the way, WHY you don't like Ragnar? His beard is better than yours? You are both Buddhists, so NO, this is not crusade.

My point: AI should know where he is and where are his neighbors. It is pointless to declare war to Scandinavia, when you are living in China.

3: Earth map for the win. Persians this time. Our neighbors, Babylonians, are our good friends. We share Hinduism, some of other folks nearby are polytheistic too. All is well. I perfectly understand why Babylonians declared war on those heretics, the Egyptians - they are Buddhists, for gods' sake! Holy war, purging of infidels and all that stuff.

But why we care about Aztecs and their American vassals? So what if they are Jewish? They are on the another side of the planet! I don't care about their religion, and my dog neither! Crusades were fine (well, in game terms) - they tried to recapture their Holy City, big profits! But to block trade with Aztecs just because they don't believe in our 31415 gods? Who cares, give me my Corn and Gold!

My point: Religion issues are nice, but see #2. They aren't THAT bridge-burning, and nobody cares about religion differences with people from the other side of the globe. Neighbors - sure, these bastards should know better.

Edit: and something else, not unheard before, probably.

4: Some mods for Civilization IV are amazing. For example, Revolution Mod (and FfH, which I am hooked on badly, but that is another case). Revolution Mod is awesome. Something like this should be implemented in Civ V by defauld, and I think there are a lot of other mods which concepts should become a new default rules.

I believe that Firaxians are far from being arrogant snobs, ignoring the community and its' best ideas. I also firmly believe that any Civ IV modder, whose work will serve as a basis for some Civ V feature, will be only proud and happy.

5: More about mods. The one thing which is troublesome now is that only ONE mod can be used at the same time. There are Mod Mods, and sometimes people do merge mods, like in Rise of Mankind + Revolution + Dave's Combat Mod case, but it is not really handy.

Check out Morrowind / Oblivion, where you can install loads of various mods at the same time, improving your gameplay in different areas. Much better core design principles. Civilization V should use similar model, because I want to play FfH + Revolutions (just for example, actually I don't want to, because I am playing on huge map with all civilizations at the same time).
 
Zomg: I agree with all of that. I made a similar post about the scoting early in the game in the RFC subforum. Scouts should have a maximum range form their home city, like airships.
 
Why on earth there is seperately village and irrigation building. It should go like this: You build a irrigation which grows as a village... and eventually as a town if there is enough food. That's the way it goes in real life.:goodjob:
 
I think a concept of national religions would fix this. Each civ would be guaranteed to discover at least one religion, and have a potential to get a crack at a multinational one--but not guaranteed that.

Druidry for Brennus; Asatru for Ragnar; Quetzalcoatl worship for Montezuma; and so on...

The seven in the present game could be world religions, discovered by whoever gets to the associated tech first.

1 Deffenetly there should be national religions! The present religions should also be national religions only available for the nations they are found in. They could spread to the another nations and you should also be able to remove a religion by force or somehow from a city!

2 There should also be only national wonders! it's stupid that Russians can build pyramids! There should be every wonder only available for the accurate nation. These would make national differences more plurar.
 
was civ III not easy to mod your units compared to all we have to do now , ...

well after posting the above , that should be included in civ V , an easy tool so one can change what he wants units and buildings wise

have a nice evening :)
 
My biggest hangup for Civilization games was always a small variety of national units. I usually play for the Russians and I always hated to use mostly US equipment in the modern times. Russians have their own equipment, they don't need to "borrow" it from others. Same with the Germans, French, British, Vikings (Sweeds), etc. I understand that Zulu civ needs to borrow, or the Aztecs, but not the Russians! Definitly need more variety!
Another thing would be nice is to see some civilization graduating into another. In case with the Americans. I think they should start as Native American indians, f.e. Apaches or Cherokees. When feudalism is researched, the civilization becomes and American civilization. Aztecs can turn into Peru or just general S. American Latino nation. Mayans into Mexicans, Vikings into Sweeds, etc.
Also would be nice to see if each civilization can start on the part of the map that somewhat resembles the area native to that civilization. Africans on African type of map, Russians near cold regions, Indians near tropics and jungle.
Some sort of anti-siege weapons weapons are needed. I hate when the enemy just sits outside the walls and bombards my cities, damaging units and all. I wish there could be some catapult vs. catapult battles across the walls, just like they really did in the past.
Sea units need to be 3 times bigger. They look so small right now, so disproportional. I would rather see them disproportional in opposite way!
Unit promotions are strange right now. Perhaps if you choose to give a unit at the beggining a promotion vs. archery units, next promotions should ONLY be in anti-archery or basic strength "stars". In real life you put soldiers through specific training, you don't make them into scouts this year, than when they get better at it, you promote them into artillerists etc, etc.
I personaly would like to see a Sputnik wonder in the game. It was a first human breakthrough into outerspace and it sure as hell deserves a status of wonder in this game.
Another useful feature would be warnings from the mayors of cities. Sometime I get carried away fighting or other things and my cities grow too big, so the happiness or health goes bad. Would be nice to have small reminders from those cities themselves that they are about to grow too big or unhealthiness is at the danger level. Things like that.
That's all that comes to mind right now.
 
Another useful feature would be warnings from the mayors of cities. Sometime I get carried away fighting or other things and my cities grow too big, so the happiness or health goes bad. Would be nice to have small reminders from those cities themselves that they are about to grow too big or unhealthiness is at the danger level. Things like that.
That's all that comes to mind right now.

You might want to check out BUG Mod, it incorporates a number of useful reminders at the beginning of your turns.
 
I'm thinking about possibly two separate promotion systems, perhaps using them simultaneously.
1st-almost exactly the same as the current system, just tweaked a little. This idea is not new.
2nd-Promotions based on weapons upgrades. For example, in industrial era build a generic foot-unit that can be promoted with three very general classes of weapons, heavy, assault, and regular. I don't know if this idea has been floated before, there were 22 pages in this forum alone to read (never got around to it). I'm also not saying just three general options per unit class, but the historically accurate number. Missiles could have a heck of a lot of options, ranging from type and destructive power of the arm. to range of the missile.

I also think that the future era game should include some sort of space colonization part to it. I remember Civ II TOT having this feature, though obviously not as extensive as could be put into Civ V, and honestly the game was at times far more enjoyable than Civ III or Civ IV, despite the lack of many key features that make Civ III and IV more playable. I personally would like to see the second unit upgrade idea implemented especially in the future era, because that would give rise to increased options and scope to the game.

I personally believe that there should be a larger more realistic Earth map included in Civ V with something akin to Rhye's and Fall of Civilization as a mod on the map. I have certain "issues" with playing on a Earth map from prehistory as the Americans, or with York becoming the Hindu Holy City. Personally, if they correct some of these issues in a mod, but not the game (allowing for scenario and mods from the unmodded game), I'd be happier than if they either just corrected it flat out or didn't do anything.

Finally, I personally would like it if Civs got more UUs. I personally would like it if there were 3 or 4 UUs, but only 2 were visible during the game (1 or 2 hidden UUs that could be tapped into by modders). This could really help in the creation of new mods and scenarios.

1stcontact2035
 
On the idea of a seccond UU......

Why not have almost all the units be unique? or have completely new units for specific units.

I originally thought of that, but wondered if this might negatively influence game balance in random map games. However, I figure that one could instead of giving generic UUs in eras earlier than the historical start date of the civs, look at the origin region of the Civ and assign UUs from the origin region of the Civ (Ottomans would have Central Asian UUs pre-founding, Americans would have Western European UUs pre-founding, with special abilities the same as any other Civ).

1stcontact2035
 
:deadhorse:

This is what I think the larger civs should do to the small one's resources (horses)
 
The promotions idea is very cool RPG-esque element but at the end, it became a complex system of upgrades. I prefer a more straight up combat system.

As said, diplomacy needs to be the focus this time and they need to restore the sense of scale that was lost when the game went to 3-D. There's less units, fewer cities on maps of similar size compared to CivIII.
 
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