Civilization 5

umm since when is pro-slavery and anti-slavery similar? also, china commies wore state propertists, and the nationals were democratically capitalistic. sure, they got together during ww2, but that was purely political by Mao and the commies that they are friends. Besides, Germany always hated France, no matter if they were the same government

That's right, Chiang Ka-Shek & Mao Zedong were friends when they defeated Japan together but became enemies afterwards. This is similar to how Roosevelt and Stalin were friends when defeating Germany and then became enemies afterwards.
 
North and south in the U.S. still don't get along "well".

Germany and France seem not to ever have been the best of buddies, no matter what the leaders of their nations contracted among themselves.

So does that mean East & West don't get along well either?

I think the people who speak francais & deutsche are getting along very well just by reading news in francais & deutsche.
 
umm since when is pro-slavery and anti-slavery similar?

So if only four out of five civics match, the civs should enter into a brutal war? Geez, that would leave every civ warring with all other civs for nearly the entire game.

Besides, Germany always hated France, no matter if they were the same government

You're doing a good job of making exhile's point, all while supposedly arguing against it. :mischief:
 
Longsword man, I'd prefer Man-at-Arms, showing a chain mailed unmounted warrior in a bucket helmet, with a 2-handed sword. Simply replace the "Macemen", scores, etc.

Mounted Spearmen, I'd prefer Feudal Knight. Strength 8. Requires HBR and Civil Service. Conical helmet with nose piece; chain mail; inverted teardrop shaped shield. Similar to the knights under William the Conqueror. Current "Knight" change to "Chivalric Knight". Plate mail; long lance; jousting shield, etc.

Medieval Spearman: that's the Pikeman.

Ballista: yes! Requires Engineering.

Also:

Bombard (early cannon): Strength 10; requires Gunpowder

Petard: ultra-cheap suicide unit for eliminating city defense (kinda like a medieval "Guided Missile"); requires Gunpowder

Siege Tower: allows 1 unit per tower to attack a city without city defense bonuses. Requires Engineering.

Redoubt: (city improvement) Gunpowder era replacement to Castle, similar effect except for culture and espionage bonuses, effective against gunpowder units prior to Infantry.

Rename "cuirassiers" to "dragoons"

Steam Tank: 22 strength, 1 movement. Fairly high hammer cost. Requires Railroad and Coal, does NOT require oil. Promotes along "tank" lines.

Trench Fighter: WWI-era "infantry". Fortify bonus +50%, same cost as Rifleman. Graphics should vary based on civ. 16 strength. Requires Railroad.

I agree with this person and I also want to add a few more units and technologies and buildings

Units

Mortar - 18 attack, 2 movement. Defensive unit only. City defense +45%, same cost as Machine Gunner. Requires Gunpowder, Railroad and Military Tradition.

Great Politician - Can start a golden age. Can discover technology. Can create other great people. Can join city as Department Secretary. Can enable all government civics (Run for Mayor). 2 movement. First to research Democracy or Constitution.

Zeppelin - Another UU for Germany. Early air unit. 10 attack, 1 movement. Can promote like a Jet Fighter.

Partisan - Can be converted from worker. 5 attack, 2 movement. Fortify Bonus +10%, City Attack Bonus +30%. Can be converted back into a worker or fast worker.

Buildings

School - Requires education. Science output +100%.

Fortress - Upgraded from Redoubt. City defence bonus +40% of redoubt. Requires MS

Fairground - Requires Guilds, rebuffed by Mass Media. Happiness bonus +60% with Guilds, +90% from Mass Media.

Stable - Requires horseback riding. Required to build Cavalry units.

Technologies

Architecture - requires Masonry and Construction. Defence and Attack bonus +45%. Leads to Mathematics.

Geology - Requires Scientific Method, Biology, Physics, Chemistry and Ecology. Science output +60%. Leads to Satellites and Plastics.

Telemarketing - Requires electricity and economics. Trade goes 30% faster. Leads to Satellites.
 
As I said, I want the option of leaders having Vices (Negative Traits) that you have the option of turning on and off the same way you turn victories on and off. Something like Napolean might have grandour. Someone eg. Hitler (not really in the game but a good example) might have a delusion trait that makes them more likely to meddle with their General's plans. You get the picture...
 
Picking up on the idea of Civ 5, I'd say that there should be a window pane like in Age of Empires 3; a sort of like city view window to see what's going on in your city. There should also be a sort of battlefield window like in Total War i.e. when a battle is going on and there are lots of units, zoom in and you play the battle. I would also see that there are sort of news events and windows that play important events e.g. diplomatic relations, civil wars, sickness and city invasion - all done by a newsreader the civilization nationality. 1 more idea i'd like to add is probably the use of videos that play when you discover a new technology and a sneak peak of the technology being used aka bit of video then stop. I reckon any of these are going to work.
 
Regarding a movie when you discover a tech, art seems to be getting smaller, except for wonder movies.

Civ 2 had all these big paintings. Civ 3 had 128 by 128 pixel giant buttons in the civilopedia and as I recall they were used for tech popups, plus an array of other sizes for different purposes. Civ 4 has 64 by 64 multi purpose (good idea) buttons. Tech popups are just text, asking which tech to research next. The trend is away from tech discovery videos.
 
How about animated gifs or macromedia flash art for tech popups? They could also be used for those multi-purpose buttons. Mind you, the option to disable these "videos" is optional.

I think a battlefield window when zooming into a battle is a good idea. To choose which units that have priority to attack (your turn) or defend (opponent's turn) based on strength, health, promotions, special skills, etc. would make warfare more fun & interesting.
 
I think a battlefield window when zooming into a battle is a good idea. To choose which units that have priority to attack (your turn) or defend (opponent's turn) based on strength, health, promotions, special skills, etc. would make warfare more fun & interesting.

This would be good. Going for a perfect and unrealistic Civ 5, you could make a game within the game based on battle tactics in these zooms. Therefore bringing an element of skill to combat. I agree that you should be able to choose which units defend, or which units to attack. However, they wouldn't work together.
 
1) I'd like the attire of the leaders to change over time, as in Civ III.

2) Make espionage less overwhelming. Make spies more expensive to produce and reintroduce a maximum number of 5. Also, it should be possible to discover which other nation is behind the theft of a technology or a terrorist outrage. Not a certainty that one finds out, but the possibility to do so should be there. For the technology theft, one could legitimately ask for monetary or other compensation, and if the compensation isn't forthcoming go to war without suffering any damage to one's reputation, though one must first ask for compensation to escape the damage. (The compensation should be something the offending civ is able to hand over.) For terrorist attacks (poisoned water, blown up buildings and the like) one could choose to go to war without suffering any damage to one's reputation. If one chooses not to act on such an act of espionage or sabotage, that should make the perpetrating civ better disposoed towards you, unless they are furious and don't care. At the same time, successful missions should make a spy better at his/her job and able to do it at a cheaper price in espionage points.

3) I'd really like to see an end to the idiotic "50 turns left to victory!" and "25 turns left until the end of the game!" messages splashed on the screen. Players should be able to keep track of those things on their own. Also, if one chooses to play on after victory, the fact that the victory announcement remains on the screen is rather annoying too.

4) Include a diplomatic option to offer to pay for getting a city belonging to an opponent - in money or technology or a number of military units. If a city is of minor value to the opponent or isolated from their main terriory and at an inconvenient distance from it, or under peril to fall to a third civilization, the owner of the city might be willing to part for it, the price depending on how valuable or worthless the city is to him.

5) There is some music from Civ II and Civ III that I'd like to see return. In Civ II, there was a wonderful melody called "The World of Jules Verne" which appeared with industrialism. It reflected the optimism of 19th century industrial society. In Civ III, there was another melody which always played when you made the breakthrough to the industrial age - very cheerful and energetic. Both tunes could be used from industrialism onwards to indicate that your civ is flourishing. There was also a melody in the original Civ (the Aztec national theme) which doubled as the tune that told you a city had been captured by barbarians. I'd like to see it reintroduced for that purpose.

6) Bring back the High Council and the Throne Room from Civ II.

7) Introduce an option to turn cavalry units into tanks instead of helicopters. In most other countries than America, cavalry regiments became tank regiments, not airborne units. If tanks and choppers are deemed to be of different value, then let that be reflected by a difference in the upgrading price.

8) Give spies the ability to bribe barbarian units into joining your side. Also, include the ability to ask to buy units from other civs. One could perhaps even be able to buy units which reflect a technological level one has not yet attained, though that would not mean that one acquires the ability to reorduce them. After all, throughout history nations have hired or been lent units of foreign soldiers with technologies and expertise not available among their own people.

9) On a related note, introduce Swiss mercenaries one can hire - available from the Middle Ages to Indiustrialism! Expensive - you have to pay a somewhat hefty maintenance for them every turn, or they leave - but formidable soldiers. Footsoldiers - melee troops at first, then musketmen. Only a limited number on the market, and those you don't hire will probably be hired by others.

10) In Civ II, if you didn't like a suggested city name and dismissed it, it didn't turn up again during that game. It would be nice to see that one restoredn. Some people, for example, like to call Rome Roma, but if they do, they hahve to spend the rest fo the game renaming each successive city because "Rome" turns up every time you found a new one.

11) Let the barbarians be able to form minor civs after a certain stage in the game (the rise of Nationalism of one regular civ?) A maximum of, say, 3 cities. They can be dominated, bullied, bribed but not absorbed. Wooing them and making them your friends instead of your whipping boys might give you special advantages.

12) Finally, let the Great Artist "Frank Kafka" at last have his proper name of Franz Kafka restored to him. Never, at any time or by any people, was he called Frank. And why are terrorists such as Guy Fawkes and Anthony Babington included as Great Spies? Why not Richard Sorge and Leopold Trepper, who were two of the most skilled and successful spies during WWII? Walter Krivitsky, a Soviet agent who defected to the west in the 1930's, was a very skilled spy too. And then there were the two Hebrews who spied out the Promised Land - Joshua and Caleb.
 
Öjevind Lång;7805516 said:
1) I'd like the attire of the leaders to change over time, as in Civ III.

I could go with that.

2) Make espionage less overwhelming. Make spies more expensive to produce and reintroduce a maximum number of 5.

I'm all for upping the expense, but I hate maximum numbers of anything other than what your resources can actually support. Arbitrary caps are an undue penalty on success.

Also, it should be possible to discover which other nation is behind the theft of a technology or a terrorist outrage. Not a certainty that one finds out, but the possibility to do so should be there. For the technology theft, one could legitimately ask for monetary or other compensation, and if the compensation isn't forthcoming go to war without suffering any damage to one's reputation, though one must first ask for compensation to escape the damage. (The compensation should be something the offending civ is able to hand over.) For terrorist attacks (poisoned water, blown up buildings and the like) one could choose to go to war without suffering any damage to one's reputation.

I like this notion a lot.

4) Include a diplomatic option to offer to pay for getting a city belonging to an opponent - in money or technology or a number of military units. If a city is of minor value to the opponent or isolated from their main terriory and at an inconvenient distance from it, or under peril to fall to a third civilization, the owner of the city might be willing to part for it, the price depending on how valuable or worthless the city is to him.

I'm all for this; it was removed from Civ III with the expansion packs because apparently the AI could not sensibly figure out the trading value of a city, though, so it may not be a simple issue to solve.

8) Give spies the ability to bribe barbarian units into joining your side.

Barbarian units and units from other civs, is my preference.

11) Let the barbarians be able to form minor civs after a certain stage in the game (the rise of Nationalism of one regular civ?) A maximum of, say, 3 cities. They can be dominated, bullied, bribed but not absorbed. Wooing them and making them your friends instead of your whipping boys might give you special advantages.

I am opposed to this one, though. It blurs the distinction between barbarians and other civilisations in ways I do not like.
 
Öjevind Lång;7805516 said:
1)2) Make espionage less overwhelming. Make spies more expensive to produce and reintroduce a maximum number of 5.
Making it more expensive - okay, making a limit of five - never! Even if making limits, it should depend on the civilization's size, population, or something like that.
At the same time, successful missions should make a spy better at his/her job and able to do it at a cheaper price in espionage points.
Promoteable spies? Yes.

3) I'd really like to see an end to the idiotic "50 turns left to victory!" and "25 turns left until the end of the game!" messages splashed on the screen. Players should be able to keep track of those things on their own. Also, if one chooses to play on after victory, the fact that the victory announcement remains on the screen is rather annoying too.
I agree with all of these. In addition, you should be able to win multiple (even all) victory types if you keep playing. Like, you win a cultural victory first, then a space race, after that you dominate the whole world and right after that you conquest it. These multiple victories should add to your score.

4) Include a diplomatic option to offer to pay for getting a city belonging to an opponent - in money or technology or a number of military units. If a city is of minor value to the opponent or isolated from their main terriory and at an inconvenient distance from it, or under peril to fall to a third civilization, the owner of the city might be willing to part for it, the price depending on how valuable or worthless the city is to him.
Yes, the AI right now is way too much conservative in this question - they don't give the city to me even if it has 60% population of mine and has virtually no chance to improve that.

7) Introduce an option to turn cavalry units into tanks instead of helicopters. In most other countries than America, cavalry regiments became tank regiments, not airborne units. If tanks and choppers are deemed to be of different value, then let that be reflected by a difference in the upgrading price.
I disagree here. Cavalry are rather hit-and-run units like helicopters than go-and-destroy units like tanks.

8) Give spies the ability to bribe barbarian units into joining your side.
I rather think there should be barbarian states which behave like normal civilizations, but have some differences (like their leader is far more aggressive, they are not as static like other civs, etc). And you could negotiate with them.

Also, include the ability to ask to buy units from other civs. One could perhaps even be able to buy units which reflect a technological level one has not yet attained, though that would not mean that one acquires the ability to reorduce them. After all, throughout history nations have hired or been lent units of foreign soldiers with technologies and expertise not available among their own people.
Agreed.

9) On a related note, introduce Swiss mercenaries one can hire - available from the Middle Ages to Indiustrialism! Expensive - you have to pay a somewhat hefty maintenance for them every turn, or they leave - but formidable soldiers. Footsoldiers - melee troops at first, then musketmen. Only a limited number on the market, and those you don't hire will probably be hired by others.
Why just Swiss? Good idea though.
 
Civ5 shouldn't be a game. It should be be blank slate, with Spore-like leader-head and unit model creation; a base game, made by Firaxis professionals, would be optional. We should be able to recreate everything that was ever a turn-based strategy game, given enough time.
 
It SHOULD be a game. The idea you mentioned is only good for modders with incredible patience, who represent less than 0.1% of the gamers. The game should be in the foreground.
You are right about there is a need for good modding tools, e.g. easier civ and leader modifications/additions. I want to get my country into the game (which I don't know why isn't in, since it exists for more than a thousand years and was over 200 000 square km before WW1 - I'm talking about Hungary), but I don't have the patience to do all the stuff it requires now.
 
Civ5 should be based on the dollar value of PCs that have this game installed with what mods added. One mistake that the Civ4 programmer did not do was release a beta to stand the test of time of approval or disapproval by the Civ Community. The number of limited beta testers and their votes for what's in and what's out should count.
 
well, with recent world developments, i think civ should make economics more important in the game so its not just you get this much money each turn, it should be micromanageable
 
It SHOULD be a game. The idea you mentioned is only good for modders with incredible patience, who represent less than 0.1% of the gamers. The game should be in the foreground.
You are right about there is a need for good modding tools, e.g. easier civ and leader modifications/additions. I want to get my country into the game (which I don't know why isn't in, since it exists for more than a thousand years and was over 200 000 square km before WW1 - I'm talking about Hungary), but I don't have the patience to do all the stuff it requires now.

There are several mods that include Hungary as a playable civilization, such as Wolf's mod. But many of those mods also include ridiculous numbers of new features.

You could scan through the new civs downloads or search to find Hungary: http://forums.civfanatics.com/downloads.php?do=cat&id=6.
 
Thanks :) I never ever thought about downloading anything to this game, now I begin to do so.

But, still I think it should be included in the main game.
 
We can't get all that we want, sadly. Fortunately, the game is moddable, so if you don't get what you want, chances are you can get somebody to program it for you (or do it yourself).
 
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