techathon
Member
I have a poll website set up, if you want to poll on it, its about civ5 and on my signature.
Political instability resulting in mutinies, rebellions, civil war, and mass defections. In addition to things like religion, civics, and diplomacy affecting stability, we should have the ability to utilize propaganda (which gets more effective farther down the tech tree). Large empires would be inherently less stable than small ones, causing a balancing factor to expansion and allowing late-game upsets when the guy in first place gets his empire splintered by rebellion.
Well I am an American and I am a right of center Libertarian which to the Europeans I might be a radical right wing nazi.
Yes of course the Europeans will always see the American views as narrow or thin. That's typical which frankly I think the Europeans are ass-backwards in their way of thinking but then again I am an American and damn proud of it although I find myself wondering if that is such a good thing now my country has gone to crap in a hand basket. I won't deny America is socialist in many aspects and I disagree with 90% of it. Capitalism is what made our country so powerful and we're about to abandon the system that served so well in the past. It's stupidity really.
Yes Socialism has worked in democracies only if the population is ignorant and took in the obsfuscations of the real issues which is control. I'm sorry but that whole equality thing, I do not buy into like so many sheep. What Equality? So are you going to punish me for making a decent living that I worked hard at and reward someone who was lazy and incompetent? So you want to steal from me what I earned and give it to someone who frankly does not deserve it? That's not equality that's plain robbery. Distribution of wealth. Pfft...Europeans. And you wonder why America has to keep bailing you out of your own wars?
In order to answer that question I would need more specifics on how exactly the battle system in Civ 5 would look with armies.
For example, in many games with armies attacking an army of 10 units with 1 unit is a suicide run that gains you nothing. In situations like this maintaining individual units throughout your empire is a waste of resources, and you are better off concentrating your forces in a few large armies. In this situation moving individual units around would mostly be done when you produce a new unit and wish to move it to an army, or if you need to shift strength between armies. For example, if one army is 10 units and the other is 8, and you would prefer two 9's you could send one from the 10 to the 8.
Another way of looking at it is to consider group movement in Civ 4. You take units in and out of groups right? Well imagine now that groups are clearly listed and organized, and that you can easily shift units from one group to another. That's a basic army system right there.
The most relevant one I have experience with is probably CtP, Civ's bastard cousin. In that game you could group units into armies as large as 12 (I think, memory's a bit fuzzy.) When two armies fought infantry units would line up across from each other, with cavalry on the wings and artillery in the back. Units could only attack units directly in front of them. If one army was larger than the other army the cavalry could "flank" which basically meant you got an extra 2 units to attack with. All this was done automatically by the computer.
Attacking a single unit with an army of 1 infantry, 2 cav and 1 artillery then meant that you would have all 4 units attacking that 1 unit at the same time, which in turn meant that you would win with no losses usually. What this meant was that the current Civ strategy of leaving one or two defensive units in each city was kind of a waste. Those units were just going to die if attacked by a real army. In comparison in Civ they would probably kill a couple attackers before they were worn down.
So questions you can ask yourself are how much artillery should I use? How much cavalry? How much infantry? Do I want all cavalry armies, to take advantage of movement bonuses?
That game also featured artillery bombardment, a bit like Civ III with the collateral damage of Civ IV. So you could sit outside a city, bombard a couple turns, then attack.
The Paradox games (like Europa Universalis) work basically the same way, except that you can put as many units in an army as you want. If you have 100 regiments you can stick them all in the same province if that's what you want. The downside is the attrition system in that game, which penalizes large armies by killing portions of them via disease/starvation. Coupled with a war exhaustion system that led to major revolts if too many troops died during a war this was pretty nasty. Thus you have other interesting questions in addition to those present in CtP. Do I want to combine my forces into one large stack for battle? Or should I split my forces to minimize attrition losses? Should I confront my enemy, or avoid him and hope attrition weakens him?
Then there's the Gal Civ model. In that game fleet size was limited by your logistics technology level. In that game you had to ask yourself the question, "do I want to research another level in weapons tech to get better ships, or another level in logistics to get larger fleets?" You could also ask "do I want a large fleet of small ships, or a small fleet of big ships?"
Then of course in all these games there's the usual strategic concerns, do I concentrate on this front or on that front? Do I concentrate my forces or spread them out?
USAwesome, first off, love your name. Secondly, i want your idea to be in action. Throughout history governments have paid more to get their soldiers better equipment. Like the british paid for the expensive red uniforms to be fierce image on the battlefield. And the US paid for highly effective camouflage. So, really, civs should be able to invest in battlefield techniques for better results.
lol, red was the cheapest colour they could get.
Öjevind Lång;8418824 said:Until late in the 19th century, all armies wore brightly coloured uniforms because before the invention of gunpowder which did not give off huge amounts of smoke, it wouldn't have been possible to tell friend from foe otherwise. In fact, what with the gunsmoke and all the dust that the horses tore up, I was pretty hard even when the soldiers wore distinctively coloured unforms.
Another suggestion for civ 5 - please let us be able to divide a stack of 100 tanks into two units of 50 by having a popup be displayed and us writing in "50" to select the first 50 groups of tanks in line for the 1st group. Makes modern warfare so much easier.
It needs rts-style cities.
How would you feasibly combine rts and tbs? It would be awfully confusing...
What do you mean by rts-style cities ?
I would hope it would only be a visual aspect and nothing more- changing civ into RTS gameplay at all would be a bad move, IMO.In all of the RTS games I've played (C&C, Red Alert, Age of Empires, Starcraft, etc) you build up cities by manually placing each building you build. I think this is what mindseye1220 was suggesting. Without zooming in on the map during battles--whether real-time or not--I don't know what effect this would have other than visual appeal.
I don't know if this issue has been addressed yet, but I think it would be cool if leonard nimoy did the narration again for the next game. I know it is a superficial element and is a non-issue for gameplay, but I really liked it in Civ4.
I'd like to argue for this changing of how fast we get through the ancient times to modern by saying that a lot of why we've advanced as fast or slow as we have had more to do with cultural problems than economic; cultures didn't value scientific learning back then; it's a big factor of why the romans fell and why we went into a dark ages. The new world(to us europeans) advanced slower than us as well as the african cultures because they were more culturally stable in some ways. If we kick ass because we research more back then because we know how valuable it is; then, so be it! To perhaps make it harder to just research an advance to industrial era technologies back in say hellenistic rome times(Heron's steam engines), there should be almost constant waring from the start from shortsighted spartans and romans, and persians; just the same thing that brought down the Greeks and Hellenistic Romans in the city of alexandria.
Welcome to the posting side of things.Hi guys,
I have just registered and started posting here (although i have been lurking for a long time). The following are my 2 cents
I believe that the cost of this is represented through the cost of building workers to complete these projects. But you do have a reasonably valid point.
Better implementation of the Infra structure
Building roads and railway networks are some of the costliest projects any nation could undertake, but in civ games its completely free. This leads to a proliferation of roads and railways all across the map. I believe it should cost gold to build roads and railways, this would lead to less but more efficient roads and would increase the strategic value of roads.
This is possible in the game, given the correct promotion. But if this was implemented as the norm, then the game would be horribly unbalanced. You could completely destroy before it even had a chance to counterattack.Roads should also give opponents the same movement points
A few years ago, I remember watching on TV, how the US tanks where racing to Baghdad through Iraqi highway, but in civ for some reason you can't use enemy roads, when attacking another Civilization.I can understand not being able to use railway networks,but why not roads. Building fewer roads along with giving enemy troops mobility would bring the strategic value of roads to a more accurate level. For example one could build fort on a jungle road to protect access to his main city.