Civilization 5

There should be no bonuses for different religions but they should at least name the buildings correctly. Like Christianity gets Chapel, Church, Cathedral
 
and there shouldn't be unlimited bonuses; like in real life. like u need iron swordsman's, but u couldn't make 100,000 swordsmen, unless u have alot of the iron. it would make it really valuable but there should be diff amounts of the bonus like your not going to get the same amount of copper in grassland then u r in hills.
 
and there shouldn't be unlimited bonuses; like in real life. like u need iron swordsman's, but u couldn't make 100,000 swordsmen, unless u have alot of the iron. it would make it really valuable but there should be diff amounts of the bonus like your not going to get the same amount of copper in grassland then u r in hills.

I think that's probably too complicated.
 
ya but in one of my old post i said i probly am going to repeat some1 b/c theres no way in hell i and any1 else is going and has read all these post... over 1000 post is a . .. .. .. . load lol
 
My apologies, you are more than welcome to post your idea, even if it is already in this thread. I was merely linking you to another thread because I thought it might be of interest to you.

As for Civ 5, it has not been announced yet, but it's probably just a matter of time (which, mind you, has already been ample).
 
but they need to do something to make it more realistic, instead of 10 swordsmen make it 10,000 swordsmen, make more bonuses and limit them, have more types of units and techs, have weather that can kill like hurricanes that can kill ppl and destroys ships, and way better graphics.
 
Each unit represents a division. (that's what i think)
 
but what im saying is like a city that is well developed should make more men then a city that just settled. like a city with 1,000,000 ppl would make more men and stronger than a city with only 5,000 ppl
 
That's what shields are for. Instead of making 5 men in 5 turns with a 1000000 ppl city and 1 man in 5 turns with 5000 ppl city it makes 1 man per turn.
 
Each unit represents a division. (that's what i think)

That's a bit of a misleading equivocation. Does one warrior at the beginning of the game protecting 1000 people equal the same number of soldiers as one infantry in the modern era protecting a city of 2 000 000 people? The scale of things is rather abstract, not strictly defined to a 'division' or any other absolute measure. The same goes for resources, city population, happiness, health, gold, hammers, etc.
 
they neeed to do somethin with the gold. instead of 50+ gold a turn at the end of the game. it should be 500,000,000 a turn. real #s. maybe not 500,000,000 but a realistic number.
 
500,000,000 gold would equal trillions of money each year
 
Gold is a highly unrealistic representation in civ, though, so there is no point in attempting to fix it like that. I mean, it relies on 100% government taxation, and no government spending (other than inordinate amounts of military upkeep and city maintenance), with a fixed amount coming from random tiles each turn. It makes no sense how it currently is, so just changing the numbers for the later game isn't really going to help much.
 
Gold is a highly unrealistic representation in civ, though, so there is no point in attempting to fix it like that. I mean, it relies on 100% government taxation, and no government spending (other than inordinate amounts of military upkeep and city maintenance), with a fixed amount coming from random tiles each turn. It makes no sense how it currently is, so just changing the numbers for the later game isn't really going to help much.

Who cares about "realism"? Civ is full of unrealistic things: countries hold a grudge against you forever for destroying a friend of theirs in the year 3000 BC; battalions of workers are chased by wolves, or devoured by them; Indian workers run twice as fast as workers from other countries; spies teem in your lands in peace time, poisoning waterworks and blowing up improvements and buildings without you having any chance to retaliate; you never learn who is responsible for an act of terrorism or espionage, except if they fail; if a spy fails, you never learn what they were trying to do (they might even have been just passing through); said spies can be just as active even if the civ which sends most of them out is busy fighting a war against somone else; privateering sailing ships can get a lot of promotions on piracy and then be rebuilt into destroyers; Isabella of Spain can be a fanatical Jew; Montezuma can be a fanatical Catholic; when missionaries discover that they have been successful, they whine and dissolve into thin air; if an engineer does something or other, he screams and is also dissolved into thin air; civs can hold a grudge against you for attacking one of their "friends" even if they themselves attack said "friend" two turns later; soldiers literally stand tall in your cities, gazing out over the rooftops; armies need years to move from one end of your realm to the other; waterworks are called aqueducts (and look like them) throughout the game; Vikings build space rockets; the Emperor Augustus builds nukes; the Chinese keep prairie dogs as pets; there are colosseums throughout the game (why don't they at least turn into athletic stadiums?); the United States were founded in 4000 BC; the Pretorians are the Roman standard swordsman unit instead of being the emperor's guards regiment; order is maintained in modern industrial cities by club-wielding warriors dressed in animal skins; agriculture is a high tech secret; the Zulus can see the light of day near an arctic sea; any country can build the University of Oxford, Taj Mahal and all the other wonders of the world; there is a "Celtic Empire" and a "Viking Empire"; Frederick of Prussia rules all of Germany; the Holy Roman Empire is led by the Burger King; Leonard Nimoy is immortal, or at least he lives for thousands of years, and turns up every time a scientific breakthrough is made and quotes all kinds of things when he doesn't simply say: "Beep... beep... beep", and so on forever. The game is not about realism.

Let me add a comment about the spies: Yes, I know about the espionage slide and stationing spies in cities and on the borders and about all the anti-spy builidings and spy specialists. That's beside the point, which is how unrealistic it all is. (Although as an aside I don't much enjoy the spy feature, and disabling espionage makes the game feel amputated, so that's not really an option either. If something needs nerfing or a drastic overhaul or even getting abolished, it's espionage.)
 
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