Civilization 5

Sure thing Brosef. One question, whats with the whole Chuck Norris obsession?
 
Improvements:
-The possibility of units surrendering if surrounded.
-The limitations of building armies - e.g the introduction of manpower, conscription etc
-If at war and you capture a unit that surrenders, you get the technology to make that unit if you havent got it already, e.g. you don't have the feudalism tech, but if you capture a longbowman you automatically get it.
-A lot more historical scenarios (personal preference)
-More diplomacy =brief alliances you can break, non-aggression pacts, trade embargos, coalitions etc
 
I agree with you that it would be good to be able to surrender if surrounded, it always seemed unrealistic that the units have to be killed to win. I also think it would be good to have some sort of rules of engagement at a certain point in the game. We should also have it so if you conquer a nation and completely destroy it, there's gonna be a humanitarian crisis there. The U.N. should also have more influence in the late game.
I also agree that there should be more historical scenarios. I also think there should be more post modern scenarios, perhaps they could have Alpha Centauri 2 in Civilization 5, instead of making a new game. Perhaps they could slightly change it so they avoid copy right issues, maybe have it be in Tau Ceti.
 
What i would like is the game to generate events based on past events in the game. Say if in 300 ad you and france go to war against hindu india and destroy the nation. Then in like the 1700s other hindu nations find historical evidence that those nations went against the hindus and then there is (more) reason to declare war.
 
Also there should be more religions and more denominations. e.g. Prostestant and Catholic from Christianity, Viashnavism and Shivaism from Hinduism etc. Also the ability to influence and convert cities over to you through espionage and great people. Plus I found it strange that once you conquered an entire state/ empire/ kingdom it lost all its nationality straight away. In Civ 5 they could create partisans that appear randomly around that city, and if they capture that city, the conquered nation re-appears. Put if you continue to kill the partisans, the city's nationality slowly turns to yours.

Also a very VERY basic idea of supply lines as I don't want it to get too complicated - units that are in "isolated" cities slowly lose hit points. An "isolated" city could be a city that isn't on the coast and that is borded all around by rival civilizations. You could unisolate it by agreeing to an open borders with the countrie/s that border the city, and by the time of flight it wouldn't matter where your city would be.
 
I think they should add IEDs and IED dedecting and destroying units.
 
I think they should add IEDs and IED dedecting and destroying units.

Yea that'd be good, also sea mines as they were commonly used in both the World Wars and many others.
 
Also try to limit resources because I don't think any country could continues to build aircraft, naval ships, tanks etc with only one oil resource. Civilization 5 could limit one oil resource to 10 tanks, 5 naval ships that require oil and 10 fighters and/ or bomber aircraft.
 
[size=+2] Ideas, read and leave a comment[/size]

• Military Companies

1. When founded can improve unit types by giving additional promotions or strength. E.g. Boeing, Lockheed Martin. Cannot be spread to other nations and can only be spread to 1 other city in founding civilization. These special upgraded units can be traded.

• Global catastrophes.

1. Mega Tsunami – Lower Population of Costal Cities, Destroy Something like 60% of buildings in city, Destroy Naval units in area.
2. Mega Volcanoes eruption causes global blackout of sun which causes some food resources to die. Can range in devastation.
3. Asteroid Strike permanently destroys impact tile and range in size. Large strikes cause global black outs and some food sources die. Smaller strike on a nation can cause nation power blackouts which cause less production, less commerce and cause Fog of war inside cultural boarder.
4. Ice Caps melting cause coastal cities to be destroyed by flooding, Land sizes reduced and small islands disappear under the ocean.
5. Global disease outbreak. If occurs in early eras, Global populations of cities are reduced greatly and in later eras Medicine help reduce the amount of population lost. Diseases spread quickly through trade. Lasts for like 20 turns.

• Geniuses and Unique Technologies (Modern Era)

1. Nations only get 1-2 scientists that have genius ideas throughout the entire game span, depending on game type. These units have the ability to join a city to give huge increased science output and discover a technology that is only in the unique technology tree.
2. Once discovered no other nation can have the access to the unique technology unless the city where the genius lives is captured.
3. Geniuses are born when a city reaches X amount of science output and stays at that output for X amount of turns.
4. Unique Technologies available can faster spaceship, Alternate Fuel source (Maybe a new resource pops up that gives higher production to all cities in the civ), New Unit Engine Designs that gives bonuses, More Food output from resources etc etc.
5. Only a small amount of unique technologies to choose from.

• Pirates

1. In all eras (Modern day ones like pirates in South China Sea) can reduce trade over sea and result in trade losses to civilisations involved. E.g. Pirate boats between your nation and the other nation can cause you to lose the trade for a turn or two. Only affects resources and not money.

• Create and launch satellites

1. Different types to improve unit view range, Give access to other city buildings and give warning of global catastrophe. E.g. Tsunami, Earthquakes, Asteroid strike.

• Rebel Warlords

1. Form near cities that are great distance from capital and want independence for their city. Or because you have oppressed their religion.
2. As your technology advances so do they, becoming hard to find
3. Only visible from 1 tile away. They could have +200% defences in Hills, Jungle, Forrest. E.g. Modern day Al qaeda, IRA, Lords Resistance Army in Africa. Past ones like Legend of Robin Hood etc.
4. Rival Civilizations can aid these groups at diplomatic cost, to cause more disruption. E.g. selling weapons, Advancing Units in technology, Training option that gives the units higher promotions (High diplomatic cost).

• Tourism

1. In Modern era you can start tourism by paying a one large sum of money and within a few turns Cities with Scenic tiles like Mountains, Oasis, and Warm Coastal Areas generate increased money. (A Global disaster near a tourism city would ruin tourism for a city)

• Diplomacy

1. Ability to form groups like NATO, British Commonwealth. More than 2 Civs needed. Allows Sharing of Military Companies, Strategic resources and buying/selling military units.
2. Ability to form small World and Continent Army’s (Controlled by AI) to hunt Terrorists, Rebellion warlords, Pirates. Possibly gives better relations between civilizations the more units they send. ( Each unit would only last for like 20 turns)
3. UN Sanctions to stop a civilization from building certain units (Nukes, Bio missiles, satellites, naval and air)
4. Defeated nations can have limits put on their Military by the winning nation for a certain amount of turns.
5. Ability to send Aid (Resources, Money, Workers, Transport helicopters) to a nation suffering a global disaster.
6. During Cease Fire, if you have Units with no Star upgrades (Conscripts) on the boarders of the opposition you signed the cease fire with; there is chance a of war being triggered on these tense boarders.


• Tile Improvements

1. Missile Facility! Cannot be built inside a city radius but must be inside cultural boarders. Houses Nukes, Bio Missiles. (Missiles can only be housed in these, Submarines or bombers)
2. Space Launch Pad. – Only one can be built but outside of city radius but inside cultural boarder. Must have it for Launching satellites and the Spacecraft from world wonders like Mars program and Alpha Centuri program.


• Ethnically diverse units.

1. Like the MOD’s people have created at civfanatics.com.

• Modern day units

1. Spy Drones, Spot out hard to see targets. E.g. Special Forces, Rebellion warlords that are only normally visible from 1tile.
2. Vertical take off Jets (Can fit more of these planes on Carriers than standard take off fighter planes)
3. Defiantly need more types of tanks, mech inf, planes and soldier units.
4. Defiantly need a Special Forces unit. (Maybe this could be a national wonder and these units can only be built in that city).
5. Rail gun naval ships (like the one off transformers 2 (its realistic!) They act like naval ranged artillery.
6. Ability to equip bombers with different 2-3 different types of bombs. (Precision, Carpet, Chemical, Napalm)
7. Ability to add a missile to a bomber plane.
8. Bio weapons like VX gas. Causes Huge Diplomatic uproar if used and possible Warlord rebellions to appear on own nation.
9. Ground to space Missiles to destroy opponent’s satellites.
10. Transport Helicopters can be loaded with a single unit for a drop off. These helicopters work out of cities and Fortresses.

• Colonise Mars

1. When space victory is enabled you can build a mission to mars then colonise mars. You switch between your map and mars map or have option to put one on automate.
2. Diplomacy works the same, War with a nation on your map, War on Mars.
3. First spaceship gets first pick on area to expand. Second spaceship to arrive gets second pick etc.
4. This acts as though an extra part of the game that gives an extra 200 turns to play if you reach mars within the original turn limit.
5. Land area should be smaller than your original map.



Thanks for reading.
 
[size=+2] Ideas, read and leave a comment[/size]

• Military Companies

1. When founded can improve unit types by giving additional promotions or strength. E.g. Boeing, Lockheed Martin. Cannot be spread to other nations and can only be spread to 1 other city in founding civilization. These special upgraded units can be traded.

• Global catastrophes.

1. Mega Tsunami – Lower Population of Costal Cities, Destroy Something like 60% of buildings in city, Destroy Naval units in area.
2. Mega Volcanoes eruption causes global blackout of sun which causes some food resources to die. Can range in devastation.
3. Asteroid Strike permanently destroys impact tile and range in size. Large strikes cause global black outs and some food sources die. Smaller strike on a nation can cause nation power blackouts which cause less production, less commerce and cause Fog of war inside cultural boarder.
4. Ice Caps melting cause coastal cities to be destroyed by flooding, Land sizes reduced and small islands disappear under the ocean.
5. Global disease outbreak. If occurs in early eras, Global populations of cities are reduced greatly and in later eras Medicine help reduce the amount of population lost. Diseases spread quickly through trade. Lasts for like 20 turns.

• Geniuses and Unique Technologies (Modern Era)

1. Nations only get 1-2 scientists that have genius ideas throughout the entire game span, depending on game type. These units have the ability to join a city to give huge increased science output and discover a technology that is only in the unique technology tree.
2. Once discovered no other nation can have the access to the unique technology unless the city where the genius lives is captured.
3. Geniuses are born when a city reaches X amount of science output and stays at that output for X amount of turns.
4. Unique Technologies available can faster spaceship, Alternate Fuel source (Maybe a new resource pops up that gives higher production to all cities in the civ), New Unit Engine Designs that gives bonuses, More Food output from resources etc etc.
5. Only a small amount of unique technologies to choose from.

• Pirates

1. In all eras (Modern day ones like pirates in South China Sea) can reduce trade over sea and result in trade losses to civilisations involved. E.g. Pirate boats between your nation and the other nation can cause you to lose the trade for a turn or two. Only affects resources and not money.

• Create and launch satellites

1. Different types to improve unit view range, Give access to other city buildings and give warning of global catastrophe. E.g. Tsunami, Earthquakes, Asteroid strike.

• Rebel Warlords

1. Form near cities that are great distance from capital and want independence for their city. Or because you have oppressed their religion.
2. As your technology advances so do they, becoming hard to find
3. Only visible from 1 tile away. They could have +200% defences in Hills, Jungle, Forrest. E.g. Modern day Al qaeda, IRA, Lords Resistance Army in Africa. Past ones like Legend of Robin Hood etc.
4. Rival Civilizations can aid these groups at diplomatic cost, to cause more disruption. E.g. selling weapons, Advancing Units in technology, Training option that gives the units higher promotions (High diplomatic cost).

• Tourism

1. In Modern era you can start tourism by paying a one large sum of money and within a few turns Cities with Scenic tiles like Mountains, Oasis, and Warm Coastal Areas generate increased money. (A Global disaster near a tourism city would ruin tourism for a city)

• Diplomacy

1. Ability to form groups like NATO, British Commonwealth. More than 2 Civs needed. Allows Sharing of Military Companies, Strategic resources and buying/selling military units.
2. Ability to form small World and Continent Army’s (Controlled by AI) to hunt Terrorists, Rebellion warlords, Pirates. Possibly gives better relations between civilizations the more units they send. ( Each unit would only last for like 20 turns)
3. UN Sanctions to stop a civilization from building certain units (Nukes, Bio missiles, satellites, naval and air)
4. Defeated nations can have limits put on their Military by the winning nation for a certain amount of turns.
5. Ability to send Aid (Resources, Money, Workers, Transport helicopters) to a nation suffering a global disaster.
6. During Cease Fire, if you have Units with no Star upgrades (Conscripts) on the boarders of the opposition you signed the cease fire with; there is chance a of war being triggered on these tense boarders.


• Tile Improvements

1. Missile Facility! Cannot be built inside a city radius but must be inside cultural boarders. Houses Nukes, Bio Missiles. (Missiles can only be housed in these, Submarines or bombers)
2. Space Launch Pad. – Only one can be built but outside of city radius but inside cultural boarder. Must have it for Launching satellites and the Spacecraft from world wonders like Mars program and Alpha Centuri program.


• Ethnically diverse units.

1. Like the MOD’s people have created at civfanatics.com.

• Modern day units

1. Spy Drones, Spot out hard to see targets. E.g. Special Forces, Rebellion warlords that are only normally visible from 1tile.
2. Vertical take off Jets (Can fit more of these planes on Carriers than standard take off fighter planes)
3. Defiantly need more types of tanks, mech inf, planes and soldier units.
4. Defiantly need a Special Forces unit. (Maybe this could be a national wonder and these units can only be built in that city).
5. Rail gun naval ships (like the one off transformers 2 (its realistic!) They act like naval ranged artillery.
6. Ability to equip bombers with different 2-3 different types of bombs. (Precision, Carpet, Chemical, Napalm)
7. Ability to add a missile to a bomber plane.
8. Bio weapons like VX gas. Causes Huge Diplomatic uproar if used and possible Warlord rebellions to appear on own nation.
9. Ground to space Missiles to destroy opponent’s satellites.
10. Transport Helicopters can be loaded with a single unit for a drop off. These helicopters work out of cities and Fortresses.

• Colonise Mars

1. When space victory is enabled you can build a mission to mars then colonise mars. You switch between your map and mars map or have option to put one on automate.
2. Diplomacy works the same, War with a nation on your map, War on Mars.
3. First spaceship gets first pick on area to expand. Second spaceship to arrive gets second pick etc.
4. This acts as though an extra part of the game that gives an extra 200 turns to play if you reach mars within the original turn limit.
5. Land area should be smaller than your original map.



Thanks for reading.

I don't get the Military companies, it's probably me being stupid but could you go into more description please?

I like most of your ideas but some get too specific like attachments for bombers, go on Hearts of Iron if you like detail. As for the Rebel Warlords how could you oppress a religion?

Plus for the tourism, it could only be possible if you can open borders with a least 5 countries or something like that.
 
Make players to not have to respect borders like in civ3 but add a leave or die button.
 
Make players to not have to respect borders like in civ3 but add a leave or die button.

Basically, that's in place already. "Transgress borders without permission and it's war!" In Civ 3, civs could traipse illicitly across your territory and you still took a diplomatic hit if you declarered war on them. I fail to see why you wish that idiocy back.
 
Make players to not have to respect borders like in civ3 but add a leave or die button.
The only good part about that was you could have sneak attacks on your enemy.
 
Nationalist Unit

this unit is the combination of the missionary and settler unit and it is only available after Nationalism....the way you use this unit is much like a great Artist,but at a much greater reduced influence,,,,like this unit can turn 10% of an enemy or border cities culture towards you...like if you finished a war and you have very few tiles...send a few nationalist units to the culture centers and spam it till it revolts or till its goes 50/50 and you recive some land....


thoughts....
 
Ideas, read and leave a comment

• Military Companies

1. When founded can improve unit types by giving additional promotions or strength. E.g. Boeing, Lockheed Martin. Cannot be spread to other nations and can only be spread to 1 other city in founding civilization. These special upgraded units can be traded.

• Global catastrophes.

1. Mega Tsunami – Lower Population of Costal Cities, Destroy Something like 60% of buildings in city, Destroy Naval units in area.
2. Mega Volcanoes eruption causes global blackout of sun which causes some food resources to die. Can range in devastation.
3. Asteroid Strike permanently destroys impact tile and range in size. Large strikes cause global black outs and some food sources die. Smaller strike on a nation can cause nation power blackouts which cause less production, less commerce and cause Fog of war inside cultural boarder.
4. Ice Caps melting cause coastal cities to be destroyed by flooding, Land sizes reduced and small islands disappear under the ocean.
5. Global disease outbreak. If occurs in early eras, Global populations of cities are reduced greatly and in later eras Medicine help reduce the amount of population lost. Diseases spread quickly through trade. Lasts for like 20 turns.

• Geniuses and Unique Technologies (Modern Era)

1. Nations only get 1-2 scientists that have genius ideas throughout the entire game span, depending on game type. These units have the ability to join a city to give huge increased science output and discover a technology that is only in the unique technology tree.
2. Once discovered no other nation can have the access to the unique technology unless the city where the genius lives is captured.
3. Geniuses are born when a city reaches X amount of science output and stays at that output for X amount of turns.
4. Unique Technologies available can faster spaceship, Alternate Fuel source (Maybe a new resource pops up that gives higher production to all cities in the civ), New Unit Engine Designs that gives bonuses, More Food output from resources etc etc.
5. Only a small amount of unique technologies to choose from.

• Pirates

1. In all eras (Modern day ones like pirates in South China Sea) can reduce trade over sea and result in trade losses to civilisations involved. E.g. Pirate boats between your nation and the other nation can cause you to lose the trade for a turn or two. Only affects resources and not money.

• Create and launch satellites

1. Different types to improve unit view range, Give access to other city buildings and give warning of global catastrophe. E.g. Tsunami, Earthquakes, Asteroid strike.

• Rebel Warlords

1. Form near cities that are great distance from capital and want independence for their city. Or because you have oppressed their religion.
2. As your technology advances so do they, becoming hard to find
3. Only visible from 1 tile away. They could have +200% defences in Hills, Jungle, Forrest. E.g. Modern day Al qaeda, IRA, Lords Resistance Army in Africa. Past ones like Legend of Robin Hood etc.
4. Rival Civilizations can aid these groups at diplomatic cost, to cause more disruption. E.g. selling weapons, Advancing Units in technology, Training option that gives the units higher promotions (High diplomatic cost).

• Tourism

1. In Modern era you can start tourism by paying a one large sum of money and within a few turns Cities with Scenic tiles like Mountains, Oasis, and Warm Coastal Areas generate increased money. (A Global disaster near a tourism city would ruin tourism for a city)

• Diplomacy

1. Ability to form groups like NATO, British Commonwealth. More than 2 Civs needed. Allows Sharing of Military Companies, Strategic resources and buying/selling military units.
2. Ability to form small World and Continent Army’s (Controlled by AI) to hunt Terrorists, Rebellion warlords, Pirates. Possibly gives better relations between civilizations the more units they send. ( Each unit would only last for like 20 turns)
3. UN Sanctions to stop a civilization from building certain units (Nukes, Bio missiles, satellites, naval and air)
4. Defeated nations can have limits put on their Military by the winning nation for a certain amount of turns.
5. Ability to send Aid (Resources, Money, Workers, Transport helicopters) to a nation suffering a global disaster.
6. During Cease Fire, if you have Units with no Star upgrades (Conscripts) on the boarders of the opposition you signed the cease fire with; there is chance a of war being triggered on these tense boarders.


• Tile Improvements

1. Missile Facility! Cannot be built inside a city radius but must be inside cultural boarders. Houses Nukes, Bio Missiles. (Missiles can only be housed in these, Submarines or bombers)
2. Space Launch Pad. – Only one can be built but outside of city radius but inside cultural boarder. Must have it for Launching satellites and the Spacecraft from world wonders like Mars program and Alpha Centuri program.


• Ethnically diverse units.

1. Like the MOD’s people have created at civfanatics.com.

• Modern day units

1. Spy Drones, Spot out hard to see targets. E.g. Special Forces, Rebellion warlords that are only normally visible from 1tile.
2. Vertical take off Jets (Can fit more of these planes on Carriers than standard take off fighter planes)
3. Defiantly need more types of tanks, mech inf, planes and soldier units.
4. Defiantly need a Special Forces unit. (Maybe this could be a national wonder and these units can only be built in that city).
5. Rail gun naval ships (like the one off transformers 2 (its realistic!) They act like naval ranged artillery.
6. Ability to equip bombers with different 2-3 different types of bombs. (Precision, Carpet, Chemical, Napalm)
7. Ability to add a missile to a bomber plane.
8. Bio weapons like VX gas. Causes Huge Diplomatic uproar if used and possible Warlord rebellions to appear on own nation.
9. Ground to space Missiles to destroy opponent’s satellites.
10. Transport Helicopters can be loaded with a single unit for a drop off. These helicopters work out of cities and Fortresses.

• Colonise Mars

1. When space victory is enabled you can build a mission to mars then colonise mars. You switch between your map and mars map or have option to put one on automate.
2. Diplomacy works the same, War with a nation on your map, War on Mars.
3. First spaceship gets first pick on area to expand. Second spaceship to arrive gets second pick etc.
4. This acts as though an extra part of the game that gives an extra 200 turns to play if you reach mars within the original turn limit.
5. Land area should be smaller than your original map.

-CivilizationV

(idk how to quote)

i like this idea, but allow moon colonization too.

req for mars mission:apollo mission, tech; terraforming
req for moon colonies: apollo mission, tech; airtight
 
Military

1. Micro-combat

Allow us the possibility to fight each battle at a time. Have a map similar to Heroes of Might & Magic, (map depending on the terrain type and proximity to city etc.), where instead of dragons and other creatures, we would have infantry, tanks, artillery etc. each playing a turn. This option would be used only for big & important battles, and the outcome would greatly depend on your tactical skills (like in HOMM). Also, this would force the players to prepare for the war (and each battle) more carefully i.e. going to war with only tanks would certainly be a huge disadvantage for you.

2. Army warfare
Creating armies (as in CIV3) with various types of units (melee, mounted, infantry, archers etc) would give you a great advantage against just a stack of units with all of these types. This would be more realistic compared to single unit battles. Again, army battles would be controlled on micro-battle scale.

3. Heroes
Heroes would be able to enhance army’s strength, speed etc. – temporary promotions might be a good way to handle this.

4. More specialized units
More types of mounted units, infantry, tanks, planes etc. each having a special purpose would enhance the gamers’ tactical skill requirements.

5. Offence-defense separation
I’d like to see the offence-defense strength separation back. In reality, some units are excellent in attack and lousy in defense. Should be in CIV 5.


Economy

1. We definitely need a more developed economy interface. Corporations were a good thing, but way too simple. Today’s country supremacy is based much more on economic and not military power. This should be the case with CIV 5. Of course, being rich, without an army would mean nothing.

2. Resource quality would be a big improvement - i.e. having (or trading) good quality horses would provide you with faster mounted units. Quality iron – better weapons (slightly stronger units). Quality coal – more production etc.

3. Having a stock-exchange for resources would be great also (In later stages of the game). So, if you control 40% of oil resources, you would have a great advantage and be able to sell oil for much more than its ordinary price. Of course, a careful balance would have to be made in order not to ruin the game.

4. More trading options
Previous posts contain detailed info on this suggestion.


Diplomacy

1. More developed diplomacy

This is one of the most interesting parts of Civilization games. Should be improved further. Previous posts contain some good ideas about ways to improve diplomacy. And, for Christ sake, give us back the Advisors. If you cut out the fun from CIV games, you’ll lose it all.


Macro –management

1. Country stability
Like in Rhye’s and Fall mod – neglecting country stability might result in civil war or even defeat. Economy and diplomacy should play a vital role here.

2. World organization
More important role of these organizations would be great. Previous posts had some really good ideas on this (NATO etc.)

Future era

We want an option for future era (i.e. solar system colonization). For those of us who loved the Call to Power units and improvements. Those of you dislike it, leave the option unchecked.

That would be all for now. If I think of something else, I’ll come back. I hope the Firaxis guys are reading these posts. If not, they’re just a bunch of idiots and don’t deserve our money.
 
Hopefully Civ 5 will allow many improvements in Warfare especially with your own civilization. War I think should start to affect population, economy and so forth. Maybe when fighting a war cities should have certain -% on food, production, and money. Especially after many unitary losses population could start to suffer maybe even start to lower. This could play a major role in major wars between allies etc.

I would also, like mentioned, a major rework on how warfare lasts, when a war starts maybe the game should slowdown. I mean 10 years shouldn't pass as that's how long two turns would take to march to an enemy city or fight an enemy unit. Attrition, disease etc. Also certain defenses that can only be built by military units! Such as trenches etc.

I would also like war updates, this plays in to the return of advisers or some sort of updater on world events not just the random ones in Civ 4. Like features of wounded, and dead. This could affect happiness and moods of your Civ.

I would also like to see more AI improvements when they are allies etc. How hard do I have to work to start a World War ya know?
 
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