Kouvb593kdnuewnd
Left Forever
- Joined
- Jul 3, 2012
- Messages
- 4,146
Well if you had the abillity to chose exactly how another expansion pack for Civ 5 would work like how would it be?
...and add Ryukyu Kingdom as a civ, along with a Ryukyuan scenario![]()
...where you conquer the world, correct?
Actually, someone ought to rework the Mongol Scenario to do that.
Nine new New World civs
1. Argentina
2. Canada
3. Chile
4. Cuba
5. Ecuador
6. El Salvador
7. Haiti
8. Mexico
9. Venezuela
I'll pass on that. Most of the civ leaders will be speaking Spanish. Great language diversity.![]()
I agree on almost everything ehecatzin said. I would also like to see:
Updated scenarios (especially 100 HP would be essential for war scenarios, and trade for new world and polynesia
Different skins for units, like black men for africans (doesn't actually do anything, but would make it look more realistic)
I don't think that we need more civs. But more leaders, like 2 per civ with unique traits and updating some vanilla civs like denmark...
Well, I was on my phone at University so yeah. Anyway, for reals this time.
1. Arawak
2. Argentina
3. Canada
4. Cheyenne
5. Inuit
6. Mapuche
7. Mexico
8. Sioux
9. Tupi
Wow, you pretty much managed to put in every single thing I would ask for in your post. Good job, you have my vote!Spoiler :There's still a lot of place for improvement in ciV, and lots of stuff to fix, I'd like it if they released one final xpack before moving on to CiVI. One that focuses on the middle game an diferent ways to build your empire.
Enlightment Age
Add a new era that eases the transition from Renaissance to industrial. There's a lot of suggestions ahead, and most of it plays well in this era.
Ravamped diplomacy, casus belli and better CS
Civ needs to take this step, a basic casus belli system that allows you certain war goals and peace deals, like piety unlocking holy wars, honor imperialism casus belli (something to help stablish large empires) etc. Along with the casus belli, denounces for specific reasons to make sense of diplo relations.
With better diplomacy CS's could offer more options, like setting a sphere or influence, and real consequences to bullying or converting an allied CS. CS could actually be a good source of casus belli if you want to start wars.
Say a civ of diferent religion bullies an ally, you can now use both religious and sphere of influence casus belli on the same war. The more diferences and confrontations you have with a civ the more casus belli and war goals you can stack. That way early wars have simple goals but they start to get bigger as the game goes on. And course you should also pick you casus belli, it would allow you to go to war and still keep your friends.
Colonies
This game really needs colonization, it would allow you to keep expanding in diferent ways, maybe you are all about trade, settle key locations for trade and luxuries. Maybe you are all about colonising large swats of land, set up viceroyalties, or maybe you are a land power and want to set very well defended frontier colonies for later conquest Rome style.
The whole idea also ties to the unrest that will come from ideologies, you can already use it to create revolts and city flipping, well what about using it to spark revolutions (which you can fund of course) that could result in an independent colonial nation?. Of course if you manage to keep your colonies together, depending on your ideologies you can reap the benefits, like setting a commonwealth, or block of soviet countries under you command, or creating diplo blocks. It would allow for sphere of influence and proxy wars.
Better rebels and barbarians
It would be interesting to have more options to deal with barbarians, leave them alone for too long and they will form coalitions (and spawn a GG) to march over civs. you can deal with them militarily, pay tribute, or bribe them into attacking another civ. (Its not like we dont bribe civs to declare war already) if they manage to take a city or CS they will get stronger, again it opens many options. It could actually model piracy on the seas. And of course, the larger the barbarian threat, the larger the reward (cash and diplo) for taking them out. (Reworking the Huns to take advantage of using barbarian coalitions would be very interesting)
Later in game when revolutions come along it could use the same system to negotiate and fund rebels. Only this time they can form a new nation (similar to a CS only multi city)
More basic resources and Manufactured goods
Strategic resources tend to pile up, and basic resources dont really do much besides yields. I think it would be interesting if you could use them both along with certain improvements and buildings to unlock these goods, with basic bonuses attached to them like Marble does.
Say you have a coastal city with a Shipyard x amount of lumber mills and Iron within its radius, you have now unlocked Ship building supplies that gives you more production to ship building (like marble to wonders) along with a city tag (so that everybody knows). A city on a river with x weath, granary and citrus or wine, you unlocked grain supplies and get the tag Empire's granary. So on and so on, you have diferent rewards for just building you city and specializing it (which we already do). Suddenly cities are not just about luxuries, but also about basic resources, certain SP could allow you to get more manufactured goods to trade.
Starting on the industrial era you could use manufactured resources to build a second tier to allow for modern products like computers, or cars.
I think this tied to colonization would make one heck of an addition. It would work similar to corporations without the hazzle of building them, but now with the emphasis on empire building and city managment. Tho they could add a corporate tab to tell you what requisites you need to fullfil to get a certain manufactured good and which one you alrady have, similar to the cultural one. That way you can plan ahead.
Complete unit upgrade tree and balanced combat
This one is straight forward, more units to fill the upgrade paths to actually make sense, spearmen, horse archers, etc. Once we are at it, balance the combat, there's been countles threads and many diferent suggestions, a third xpack must balance it before moving on to CiVI.
9 new Civs
Also, the thing that everybody wants to see in the previews, new civs, they've stated before that they can only work on 9 at the time because of their production cycle, and that giving less doesnt feel right to them. So take your pick, for now I'll only say we need a spanish post colonial nation. I think I'll post my want civs later.