This is my private dream of Civ 6
1.st : They should not overdo the Graphics the game has to stay playable in Lategame .
2.nd : The Specialized resources should not be absolute but rather build up over time , that is the only way it makes sense anyway so for example you can get 100 kg of Iron out of a mine per turn and as you technologicaly progres the yield increases . This hardly is a problem for playability because it does not realy affect complexity. Also you could make it that on higher difficultys (e.g above Prince ) the resources are limited and run out ( for example the deposit only has 300 tons ) ( If you realy want to make it nice the yield could decrease towards the end )
( This mechanic would make the game more credible because attacking someone for their resources would make sense now.... aslo the absolute system is just bullcrap)
3.rd The Happines realy should be more city driven rather then only empire driven , because the strictly empire driven system in CIV5 is extremely stupid especialy when you play the fascistic empire .
There should be a number of happines factors ;
Empire Happines > The Happines of your empire would affect on local happines this happines would be influenced by your tax rates , the security ( Strength of army , standing with other empires , crime within the empire)
Local Identity > The higher it is the more loyal the City is to a particular empire if the culture of another empire takes over the city might start a uprising to break of or become independent
Local Happines > The Happines of Citys and Villages would affect the citys production and its likelyhood of loosing Local Identity to the point where the city is ready to break of
Military Happines > This would be the new one The Happines of your Military would be on a Unit basis and displayed to you as a total , The Unit basis woudl be influenced by the Local Happines of the part of your empire the unit is in and its Budget , the Global happines would be affected by the sum of Unit Happines and Empire Happines as well as the law cituation in your empire .
Corruption > On a per city basis , the more corrupt your government is the less money your empire makes and it will also affect your empires /local happines , Corruption combined with low military happines can lead to the defection of military units and Naval Units becoming pirates . You can battle corruption by spending more Money on internal security and adjusting your laws
( And YES i think we need the sliders back because they gave you a good impression of what is possible and what not )
4.th PLEASE PLEASE bring health back , the introduction of a health system would be the most wonderful and fun thing this game could offer , the player should have a number of options to combat outbreaks for example :
a) In early ages there should be the hygeen factor ( e.g citys without sewers are more vulnerable ) as time advances for example upon reaching the industrial era every city would automatically have sewers )
b) there should be global outbreaks and the option for players to work together to combat them , for example like the black death , players should have the option to close the trade network to an infected city to stop the advance of the disease and you should have an indicator how many citizens are sick ( instead of the whole city ) and if all else fails you could use your army to burn down the infested city as a last messure )
c) Players should be able to cooperate in finding a cure ( this would also present a great trade good )
5.th Random events should be reintroduced .
there should be random events again : like diplomatic marriges and diplomatic incidents but also things like defection of military units and citys ( cultural ) and natural disasters ( Vulcanos , Tsunamis , diseases as mentioned before and what have you )
6.th There should be ways to influence your empire with a law system instead of the social policies and each law would influence and shape your empire.
an example for that would be for example a law banning contraceptives , if you enact it your empire gets a huge boost in population but it also massively increases unhappines .
Or a draft law that when enacted massively redruces the cost of military upkeep but increases unhappines unless you invest in propaganda
Or legalization /ban of prostitution which affects income and health
or legalization /ban of gambling which woulf affect income/crime
or forced relocation which would give you a flat minus on empire happines and aditional local unhappines if you chose to relocate citizens.
such a system would not necesarily be confusing because it would build up over time as the player advances through the ages and this could build up to about 100 available laws or regulations at the lategame stage and it would greatly increase satisfaction because you could build an empire that realy represents what you wish for .
7th Trade networks :
There are 2 major changes which i would advocate
1.st once a street or rail is build between 2 citys it becomes a selectable entity that can be upgraded to increase travel time and economic growth multipliers
e.g ( Dirtroad>Stone Street > straightened street > fast Streed > Motorway > Superhighway )
railways should be a seperate entity with a seperate upgrade path
e.g ( Railroad , Electrified rail , Highspeed rail , Malev rail , Vactube Malev)
this would have 2 MAJOR advantages :
1.st infrastructure would not be so annoying in lategame especialy because you wouldn´t have to micromanage your workers all the time .
2.nd the Streets would finaly make sense , in Civ4 we basicaly had the entire landscape filled with streets , in Civ 5 streets are expensive to keep up and don´t realy do much for you
This way they would be an esential gameplay component and allow for the player to massively influence his empires economy and city growth.
Land and resources
This is in my eyes the most pressing point , CIV NEEDS to embrace the fact it is no longer 2d there should be a smooth transition of terrain and there should be way more hexagons , with military units grouped into larger groups like divisions taking up more hexagons.
Also Empires should be able to trade lands
With the more detailed hexagons you could influence your trade networks more ,with building a more direct straight route with more tunnels and bridges which allows for more travel speed and Income but also has higher build and upkeep cost
Or they could build the easiest possbile route , wich connects but has steep hill passages and therefore hinders a fast tradeflow
This again is what i would advocate : If You decide to build a unit in a city the resources ( if you have them ) would have to get there first (unless they already are)
This would also be a point for companys if they were in the game again which would allow for building factories and seeing how the stuff is transported.
( Also here be mentioned there should be a way to have a customs tax on import from another empire ) > Again i think the game should be rather autonomus with the player affecting the supply situation as well as the legal framework and the game handling the rest (similar to the handler system in sim city 5 )
The zomable point should also be like this , the players should not be able to build citys ( this is not sim city ) but they should be able to see and select the representative buildings when zooming in on the city seeing the industrys and their problems ( the citys would of course be more of symbolic with the population beeing displayed as a (not individualy selectable ) amount of living buildings in one edge of the city and the companys of your empire beeing displayed as individual factories which when selected put their individual supply overlay on the map )
This explained : What i think of is something like in cities in Motion 2
a small stone age settlement would be leader building surounded by a few hats and a little dirtroad , as the city grows more huts would appear and the size of the city increasing gradualy , buildings that the player builds in teh city would be auto placed without player intervention and be selectable providing information , the huts or houses would ne selectable as a complete entity displaying the entire city population stats , as the civ advances through the ages the city would have ever larger buildings and increase in covered land area .
8th: City management :
eveyone know this problem , managing your settlements is extremely basic in early game and in large lategame empires you often get to the point where you just go on money because the micromanagement gets to annoying.
so i would do a few things:
1.st we need the naturaly growing of trade outposts to villages from civ 4 back because it made sense.
2.nd citys would expand of their lot in time destroying close modifications .( for example you would get a promter telling you that your city needs an aditional hexagon for growth otherwise its growth speed will stall ( not stop) as living space gets more expensive , also this should allow for you to combine large citys in the end to one city.
Also micromanagement should become les important over time and buidings should appear in all citys at a certain point .instead of your 21.st century city spending many turns to build a granary , the condition of your empire happines , education etc would affect your empires economy in the long run as a good condition of these modifiers would increase the creation of new and expansion of exisiting companys.
MORE MONEY IN AI less in Graphics ,
The AI in Civ 5 is one of the worst out there and it is ridiculus and does not make any sense
Also here a few ideas about diplomacy :
Nuclear weapons could need 1 turn to be armed /readied , as soon as a nuclear weapon becomes readied the player can see this along his border which causes him to realize there is something going on.
There should be a food resource that players can trade
The Trade system realy needs to be more flexible and stay realistic ( if you civ 5 empire is large and strong the other players often start having ridiculus trade proposals )
Also there should be the ability to trade Units with other empires .
Currency and Money
Additionaly to Gold an Empire should have a currency which would change in worth according to the empires strength so for example when you are the worlds Superpower your currency becomes the defacto standard ( like the dollar in our world ) while when you are on the loosing end of a war your currency would decrease in worth and you would need to trade assets instead.
Fighting System:
I think there should be a mix of the civ 5 and civ 4 system in which players could combine units into divisions ( for example combing a tank unit with an infantry and an aa unit ) this would allow for a sensible fighting system ( for example that planse would no longer have to take damage while attacking a unit that actualy cant fend them of )
This would make army handling easier but also allow for more individualization ,
Embarkation :I know many people liked the removal of the embarkation system in civ 5 i actualy missed it , but even though we probably wont get it back it would be good if they would make it a bonus to hold a port meaning that when you have a port there is no movement lost on embarking /disembarking.
Research System :
It would be nice if you could make sidetrack researches , this would be researches that don´t help towards the next technologies but increase the advantages you get from your current research ( so for example upon researching steam engine you could research things like higher boiler pressure , sander or 2 Man Locomitve (1 boilerman instead of 2 ) which would decrease cost and increase transport speed which gives a momentary edge but which in the end becomes obsolete as electricity becomes available .
this would give players a nive option to back an expansion phase and pay off if they use it but also set them back if they don´t use the benefits
2.nd : Special research buildings should have an effect e.g medical facilitys could cause a major outbreak by containment failiure and random events like research breakthroughs should be in there.
lastly:
great engineers
I would make it that you would use great engineers to make landmarks (Blueprint )available and then you could build them .
Also i would include them with the ability to construct bridges /tunnels over the Sea in the lategame ( especialy on island maps this would be a nice component)
I agree with everything of that post.
As somebody said here, many uniques, like units, buildings, improvements, and a new ability per age, I have more than one idea for those. Also, I agree with every civilization or civilization group having its own unit graphics.
Somebody else said here that armies should depend on population, and I agree that they should cost production AND population, like Workers and Settlers in Civ 4.
And make every civilization have at least two or three leaders per Civ, if they can afford it.
Also, more movement for units, like 10 tiles a turn for foot units and 20 for mounted units, and that they be able to attack more than once a turn.
I do not mind if the tiles are hexes or squares again, but they should reintroduce more than one unit being in the same tile.
Not sure if the voice acting was popular among the Civ fans, but if they are putting voice acting in the next Civ game I hope they learn from certain mistakes in the Civ 5 voice acting.
Reintroduce Health, Religion, Espionage, Happiness, Culture, Science, Tourism, Social Policies, Civics, and Corporations. Introduce Immigration, Crime, Corruption, and Stability (Happiness and Civil Wars for example).
Tiles should be able to be traded.
I think they should re-use every unit, building, improvement, and Wonder from Civilization 4 and Civilization 5, except for Giant Death Robots, XCOM Squads and Great War Infantry, or at least the Great War Infantry should have a better name.
New units:
- More siege weapons in the early and middle game, like rams and siege towers.
-Do not reintroduce the XCOM or the Giant Death Robot.
-Cannons, or at least a precursor to them, available with Gunpowder.
-Like in Civ 4, Privateers should act anonymously, as someone said here on this thread.
New buildings:
-Cinema.
-Castles not requiring Walls.
New Wonders:
-The Sphinx.
-The Ishtar Gate.
-The Roman Colosseum.
-The Sun Pyramid.
-The Jaguar Temple.
-Todai Ji.
-Kinkakuji Temple.
-The Prague Castle.
-The Topkapi Palace.
-The White House.
-The Motherland Calls (apparently it was in a beta version of Civ 5).
-NASA.
-CERN.
-The CN Tower.
-The Burj Khalifa.
-Taipei 101.
Bring every civilization from Civ3, Civ4, and Civ 5, except for Venice (which could be represented by an Italian civilization) and the Huns (everybody knows that they are in Civ 5 because of their importance in the fall of the Western Roman Empire).
New civilizations: Mexico, Colombia, Argentina, Canada, Australia, Hungary, Vietnam, Italy, Kongo, Mande (Ghana, Mali, and Songhai), the Swahili, Burma, Armenia, Nubia, Anazasi, Sioux.
By the way, why are Portugal and the Netherlands never in a vanilla Civ game? They should be.