Devil's Advocate: is this the end of creativity in Civ?

dh_epic

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With the second XP due soon, I'm getting the occasional message in my inbox asking me where I think Civ will go for Civ 5. I speculate as much as my fellow civ fans.

The problem is it's hard to see where to improve. Not that Civ 4 is flawless. But Civ 4 doesn't have the same obvious and objective flaws that Civ 3 had. With the exception of players who enjoy a cakewalk, most people could agree that dominating Civ 3 with 0% research is evidence of a fundamental flaw. Fixing stuff like this is what made Civ 4 a masterpiece. But now the few remaining big flaws in Civ 4 aren't so much flaws as preferences. It will be hard to make improvements for the next Civ without breaking another part of the game that people have gotten used to.

Moreover, the suggestions for Civ 5 are sorely lacking. I know Civ 5 hasn't even been announced, and it might not be announced for a long time. But the few early ideas I see fall into a lot of traps that make them pretty boring, IMO:

1) More of the Same: New units, leaders, wonders, civics, more UUs, techs... Nothing really interesting here. These are really just graphics that front for a few mathematical values. Not that these are bad, but you can't make a good sequel off of "more of the same".

2) The return of Civ past. Aside from begging for Civ 5 to be 2D... there's lots of suggestions to return to old systems that were inherently broken. Zone-of-control, caravans, damage-without-risk catapults, resources-without-cost colonies, suicide galleys, blind-greed diplomacy, rich-get-richer rewards for winning wars. Besides the fact that these all led to huge exploits, these features are unfortunately OLD. Where's the creativity?

3) Meaningless Suggestions: I'm not here to point out which ideas I like or hate. But there's a lot of ideas that don't seem to do anything at all. Divide the game into more ages: why does this matter? Culture groups: what difference does it make? Work on two projects at the same time -- isn't this twice as slow as building them one at a time? What's wrong with switching between projects midstream, as you can do now? You're pissed off it takes 500 years to build your first warrior... so you want 6 warriors per turn instead? These ideas are also incomplete, at best.

4) Obvious Suggestions: better graphics, better performance, fewer bugs, better AI... you might as well NOT suggest them they're so obvious. I know a lot of people here think pretty lowly of the developers who created the game that they can't seem to pry themselves away from. But we all know the developers didn't try to make Civ laggy. The fact that there's a huge chunk of players who are disappointed is probably something Firaxis themselves are disappointed about, and can improve on in Civ 5.

5) Minor Technicalities. These are suggestions that aren't necessarily bad, but you ultimately can't build a sequel around. Things like a truly round globe, tech diffusion, trading units, re-organization instead of anarchy, unit-ranges, mountain-passes, transformable terrain... some ideas are better than others. But these ideas are almost as petty as running for UN Secretary General because you believe there should be a stop-sign at your street corner. "Civ 5: now rivers increase movement points!" isn't a bad idea, it's just not enough to sell a sequel. Nor is it particularly creative.

That's four categories with no creativity, and one category with only marginal, petty ideas. That's not enough for a big vision.

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There IS some hope. There are a lot of good suggestions from a few years back that haven't been implemented yet. But they keep getting repeated, with very few new ideas. Repetition isn't a bad thing until you realize that many of these ideas have been floating around for almost a decade. If they haven't been implemented yet, I think that's a VERY bad sign for Civ 5.

Why haven't they been implemented yet? I can only speculate:

"Invention-tree separate from an idea-tree": nobody has ever drawn a credible dual-tree prototype for even a single era, let alone all of history. I'm starting to think it's actually impossible to have separate trees for inventions (printing press, firearms) and their respective ideas (democracy, chemistry). It's starting to convince me that they MUST be intertwined, as in the current tech tree.

"Diseases", "Weather": it looks like BTS will include some kind of events system. But even so, most people haven't explained why it's fun to to lose due to an opponent by a few unlucky dice rolls. And, if not sheer luck, people aren't clear on what the player actually does, strategy wise, to deal with disasters.

"Global Warming", "United Nations", "Terrorism": In a game where there can only be one winner, nobody has explained why you'd want to prevent an international threat, or work together. So long as you're winning, who cares what happens to the planet collectively?

"Education and Literacy": If this is just a bunch of different bonuses for how you run your schools, then how is this suggestion anything but a few new civics? Nobody has really advocated any special strategic choice or feature here.

"Improved Resource Economy": There's a lot of economic suggestions. But I speculate why they often fail. Systems for stockpiling or converting resources fail because they seem to suggest that the play has to manage 30-40 different values and formulas. A suggestion that Firaxis would buy into would need to be as manageable as Civics (5 main choices), or religion (7 special techs that get you the same set of 4 or 5 bonuses).

"Improved City Economy": If you're going to change the staple trio of food/commerce/production from the Civ series, you have to offer a really good reason. Nobody can really predict what a new economic model will do for game play, and such a fundamental change may require totally rethinking the game balance. I suspect that's why Firaxis finds other, less risky suggestions more compelling: no one has explained what the upside of this risk is.

"Improved Population/Soldier Model" Suggestions like drawing your army from your population instead of hammers, or gaining population through immigration are interesting.These necessarily cut deep to the heart of the food=growth model of Civ. Growth is supposed to be your reward for lots of food. What would happen if your army came mostly from food, instead of hammers? What would happen if your city grows due to a sudden flock of immigrants, rather than what tiles you're working? People fail to articulate a compelling upside, while there is a very real downside of totally throwing off the game balance that people are accustomed to.

"Improve Culture": This is one of the clearest areas where it strikes me as though Firaxis could improve. There are lots of people who point out how culture is generally useless compared to science, commerce, or hammers. But at the same time, making culture more powerful scares the crap out of people who HATE how culture can rob them of a city. As someone who wants to see culture play a bigger role in Civ 5, I'm equally as scared of the idea that they'll just scrap it completely. Someone needs to explain how to make culture more valuable without inflaming the culture-flip wonkiness that irritates a small but vocal minority.

"Civil War / Political Instability / Minor Civilizations": This is another example of people who explain what happens in the game without explaining what the player actually does to win. Civil war sounds a lot like instant defeat -- how do you come back from watching your empire fall apart? It also sounds like it makes conquest victory impossible, which pisses off a lot of long-time Civ fans. People seldom explain what this means for conquest victory, and that's probably why Firaxis hasn't gone that route.

"Attrition", "Supply Lines", "Troop Morale": These ideas are within striking range of any good modder. And yet most people can't explain how these would work. And the few explanations we have end up getting caught up in textbook-level analysis that makes it sound like you spend half the war moving little supply units back and forth. That sounds as exciting as mowing the lawn for 6 hours.

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Firaxis, from what little I know, is pretty risk averse. They have four of the best selling games and one of the best selling franchises in video game history. It's hard to convince them that change is necessary, let alone good.

And that's why the big suggestions probably haven't gotten much traction. Not because Firaxis believes history is all about war. Not because Firaxis hates realism. Not because Firaxis refuses to listen. It's because most fans haven't offered big suggestions that *safely* navigate around big gameplay obstacles like balance, strategy, and victory. The big suggestions around here are vague at best. They raise more questions than answers. Big risks, with no clearly explained reward.

Chris Crawford said:
"There are few games that show any flair for simplification. 'Sid Meier’s Civilization' is one; Sid was so brutal in his simplification of history that I sometimes wince at the game's inaccuracies. Yet the result of Sid's design parsimony was one of the greatest computer games of all time. A lesser designer would have succumbed to the temptation to pile it on."

Chris Crawford is one of the most respected game designers of all time for a reason. You can have a Civ game with great, realistic features, but it can't result in an 1000 turn or 200 hour SP game. We have to be more creative than "implement this textbook on economics". Creativity is how Alfred Hitchcock managed to make movies as "real life, with the boring parts cut out". And yet, most suggestions seem to heap on the boredom or tedium, hoping they will be justified by the occasional glimmer of excitement. That shows a real lack of real creativity around these parts.

And that's why I don't believe it's time for Civilization 5. There just aren't enough good ideas out there gaining traction. If Civ 5 were to be implemented now, Firaxis would likely remake Civ 4... or, worse, they'd focus on those small piddly suggestions, with no real progress.
 
Related to the main topic, we are all fans who want to see the Civ franchise progress in interesting and fun ways. But I think there are questions we should ask ourselves BEFORE we ask "what's a cool idea for Civ 5" or "what do I think would be fun"?

  1. Is there something in Civilization 4 that you always do, because it always helps you win?
  2. Is there something in Civilization 4 that you never do, because something else is always better?
  3. Is there a specific part of Civilization 4 that is too predictable?
  4. What is the weakest feature or part of Civilization 4 and why?

    And, the hardest question...

  5. Beyond a shadow of a doubt, Firaxis will only add new features for the next Civilization if they remove some parts of Civilization 4 and make room. Between Civilization 3 and Civilization 4, we lost pollution, corruption, and mobilization to name a few things. But they made room for health, city specialists, and civics. Without focusing on what you'd add to Civ 5, more importantly, what would you remove from Civ 4 to make room?

EDIT: Check this out, too: http://forums.civfanatics.com/showthread.php?t=230648 ... that's Soren's presentation on how he designed Civilization 4. This can help put you in Firaxis's shoes.
 
Unless it's to place the game's current rules onto a faster engine, I'm thinking that CivV won't happen for a very long time.

dh_epic:
Originally Posted by Chris Crawford
"There are few games that show any flair for simplification. 'Sid Meier’s Civilization' is one; Sid was so brutal in his simplification of history that I sometimes wince at the game's inaccuracies. Yet the result of Sid's design parsimony was one of the greatest computer games of all time. A lesser designer would have succumbed to the temptation to pile it on."

Chris Crawford is one of the most respected game designers of all time for a reason. You can have a Civ game with great, realistic features, but it can't result in an 1000 turn or 200 hour SP game. We have to be more creative than "implement this textbook on economics". Creativity is how Alfred Hitchcock managed to make movies as "real life, with the boring parts cut out". And yet, most suggestions seem to heap on the boredom or tedium, hoping they will be justified by the occasional glimmer of excitement. That shows a real lack of real creativity around these parts.

This is what I think is great about CivIV. I enjoy reading about history but 90%+ of the fan proposals for mods and expansions that I read cause me to wince precisely because they're not simplified, or worse [and quite often], they override some of the game's simplicity.

For a while I've had an idea on how to expand the role of navies by only allowing trade routes to pass through visible tiles and open borders - one that I've tried to simplify as much as possible - but it probably doesn't require an overhaul of the game engine.
 
I'd have to agree with your OP, for the most part. My only "major" point of difference is that those "minor improvements", if enough are added, could certainly change the gameplay enough for Firaxis to pull off a civ5 with them - but I think that would just lead to a call for even more radical changes to the civ series after that.
I think the best thing for Firaxis to do is not do civ5 now, but rather do Alpha Centauri 2, and (most importantly) try out a few radical ideas that they'd like to try in civ5 there. I mean, when you really think about it, AC is nothing but the civ engine with a science fiction mod and a few other changes - those radical ones.
And I really think there's going to have to be something radically changed in civ5 to make it worthwhile for most people since almost anything anyone wants to get done can be done in civ4. But you can't just make radical changes to a franchise like that, without seeing if it works in another, smaller game first. That's what AC brought to civ4 - the civics system. It may not seem radical at all now, but it was somewhat radical back then, and it showed up in AC first. On the other hand, the terrain system (elevation, moisture, etc.) didn't make it - probably because most people found it too confusing in the end.
I don't know what the best radical ideas to try would be, but I think they're going to have to be even more radical than the civics system this time around...

That's what I think looking at it from Firaxis' point of view, as the game maker. As a personal opinion, and as a game player, I'd rather see them take the premise of the game (the player leads a group of humans through history) and totally redesign the game - scrap everthing that's come before, and just start over. I know that will never happen, but...
 
I certainly don't think this is the end of creativity for Civ. Look at the Apostolic Palace -- this could be one of the most interesting developments in the entire franchise, but if you'd asked me 6 months ago I wouldn't have given it much chances for being in. They do listen to us, so it's up to the fans to come up with good ideas.

One thing I've long wanted to see is the adoption of quantitative resources for Civ. This is the last major addition for them to do and I hope it will finally make it in with Civ 5. (You know the current system's oversimplified when one horse plot can supply all the horses for a globalized empire with 20 cities.) A number of us are trying to mod it in the game already, so I know I'm not the only one interested in it. This, IMO, is the weakest feature in Civ 4 and the one that needs to be improved the most. It would allow for lots of possibilities.

I agree with alms66 in that they should not even try to do Civ 5 for a while. We need to address all the complexities of BtS and find out where the flaws are, what needs to be improved, and what should be scrapped. Let them work on Alpha Centauri 2 for a while, and believe me, by then we'll have plenty of suggestions for them. ;)
 
[*]Beyond a shadow of a doubt, Firaxis will only add new features for the next Civilization if they remove some parts of Civilization 4 and make room. Between Civilization 3 and Civilization 4, we lost pollution, corruption, and mobilization to name a few things. But they made room for health, city specialists, and civics. Without focusing on what you'd add to Civ 5, more importantly, what would you remove from Civ 4 to make room?[/list]

Why do they have to make room? Is another 8.036 cents for a second disc going to break the budget? Do they think it will require too much computer memory? I think more is better than different.

The taking stuff out is part of what I don't like. Defensive pacts are cool, but so were alliances. Why not have both? Sure there were some exploits, but fix it, don't scrap it. In this case, have the number of years at war together affect relations; have % of available units used in battle affect relations; etc.
With the inclusion of alliances, the number of diplomatic options increase.

--

In general, I like to have a few quantum choices for each option, increasing with tech discovery, like the civics. As in the case above, three or four types of military agreements, alliances, defensive pacts and maybe one of material support. Let me break the agreement too. "Screw the the alliance, your on your own" would be nice, but this should affect relations with all civs.
By quatum, I mean a few distinct choices. An infinte scale is to tedious to figure out, a black and white choice isn't much of a choice at all.

I also like to have to weigh my choices. If each came with a pro and con I would have to decide if it is worth doing. I can whip the building, but the peasants will be angry (and maybe revolt!).

Hope all that makes sense.
 
I think they could fundamentally redo the game. I agree that they've gotten close to the end of the line with the current structure. The next move should be to make the game more realistic and less of an abstraction.

Redo production. Don't make it so that a city can only build one unit at a time, and can only build one thing at a time. I'm not going to propose a complete alternative here, because then there would have Civ 5 already. Some suggestions though:

-You could have a "manpower" value from your population. You would have to leverage your population between having it work as soldiers, or workers, which would give you a trade-off between fighting and building right there instead of making people choose by allowing only one thing to be produced in a city at a time. Research and investment in capital would increase the productivity of workers and give more equipment/supplies for soldiers. The trade-off there is, do you want to invest in capital for later production or do you want to spend on things you need right now?

-Make technology unexpected, broader and more horizontal. It is imbalanced to be able to beeline up just one side of the tech tree and not know anything about much more basic things. Make research blind; people didn't know they were heading towards electricity 500 years before it happened.

-Find a way to make this a truly epic, global game. In real size, the maps are tiny. Make a world map feel like a world map, not like a tiny RTS arena. Maybe find an alternative to the tile system.

These are just preliminary suggestions but I think that Civ 5 is a great opportunity to fundamentally remake the game. Civ 4 with BtS will represent the best of the current model of building and fighting, which will allow people to have fun with it, but it is by no means perfect. We should recognize the need to move on to a new model of civilization simulation, and with the power of computers increasing to both develop and run programs, we shouldn't have to resort to so much abstraction.
 
Well written, dh_epic. :goodjob:

EDIT: I would say that Civ 5 must be a blowup/start from scratch. Incremental advances do not justify the $50 price tag plus the inevitable required PC Upgrades. The problem is: if you rebuild it, is it still Civ?

They should work on Colonization 2 instead. :D
 
Colonization 2 should have long been made. But i'd love to see a civV game base upon Colonization.
-the recource and production based upon the recources was great. Example : Grow sugar and make it in to rum.( This could be a luxury and make some citizens happy in a civV version).
-the military system was fenominal. You had to mine ore, convert it in to tools and convert the tools into wapons. If you want horses, you had to breed them. If you wanted soldiers, you should take 1 citizen-unit out you town, and give them wapons and horses.
-Workers had to be given tools to work the land and they use some of them to plow the land, for example
-All citizens could be trained to become experts. An expert farmer could grow more food on the same tile than a free colonist (standard unit in the game).
If you want the build something in you town, carpeters had to make "hammers" from lumber (->lumberjack needed) and tools by a blacksmith. Not just the CIV shields that are produced by working land. Buildings had to be worked by citizens to produce.

It would be a total new way of playing with a lot of micromanagement. The system of colonization should be made a bit easier maybe, because this much of micromanagement would be very hard with the scienentific developments (not present in colonization).

I also think the religious system needs a lot of work. Now most cities will end up with 1 religion. I think religions should have percentages of people in that city that have this religion that change in time. This could make religions disapear, or just lessen in time, or just grow. This could be influenced by the civics and the presence of a state religion.

The civics themselve were something great that was added in civIV. But I think there is need to rethink them a bit (Needs some more realism). Also the stability system use in the Rhye's and fall of civilization MOD could be nice to see in the game. This makes the game more dynamic.

And I would like to see a more dynamic system. Recouces, production and civics changing with the develompent of science. This is allready in the game, but it could be made even bigger.
 
I'm actually surprised by the number of people expressing agreement that maybe it's too soon for Civ 5, pushing instead for Colonization II or Alpha Centaurii II. The more I think about it, the more this seems like the most logical next step. It's a very good point that maybe one of these could be fertile testing grounds for new ideas before they try Civ 5.

As for totally remaking the game, that's exactly the point I'm making: they won't. Why would they risk making fundamental changes to a successful formula?

"Great People!" looks great on a box with a slick screenshot. And they managed to do Great People by simply stapling it onto existing bonuses of production, science, commerce, and culture. They weren't messing with fundamentals. Great People were a very small risk with a big reward.

But how about "we got rid of wheat and hammers and now we're working with manpower, resources, and tools"? Forget the point that it's hard to imagine a cool screenshot to sell this one to the masses. The real point is that it messes with the Civ formula so deeply that destroying the game balance is a very real risk (unlike the risk of adding Great People). The risk is so high, you have to wonder if they see the benefit of doing it. What is the benefit of doing it?

And thus, that's the end of creativity: people asking for things so complicated and risky that Firaxis won't go for it, and Firaxis ultimately making a boring sequal.

(Civ 5: like civ 4, but with slightly faster railroads and a new "Military Training" tech in the tech tree!)

Spoiler :
But don't let me sound too pessimistic. I think Firaxis might still add a cool new feature or two when the time for Civ 5 finally comes. But it will either be because they hire an ambitious and brilliant game designer, or because the fans finally come up with an idea that's not just cool but safely gets around the designers' worries about wonky game balance, frightened and confused new users, and 80 hour game sessions.

In a lot of ways, going with SMAC2 or Colonization 2 would give fans the time to refine their ideas.
 
As for totally remaking the game, that's exactly the point I'm making: they won't. Why would they risk making fundamental changes to a successful formula?

People might get tired of the formula. There are people even now who prefer Civ 3 to Civ 4. As long as they stay turn-based and keep the same production system, they are going to hit a dead end eventually. There is only so much you can add to the basic system, which is essentially unchanged since Civ 1, just much prettier. Sooner or later, Civ 5 or Civ 6 will hit a wall, and game reviewers will know it. Someone might just come up with a better model.
 
As for totally remaking the game, that's exactly the point I'm making: they won't. Why would they risk making fundamental changes to a successful formula?

...

But how about "we got rid of wheat and hammers and now we're working with manpower, resources, and tools"? Forget the point that it's hard to imagine a cool screenshot to sell this one to the masses. The real point is that it messes with the Civ formula so deeply that destroying the game balance is a very real risk (unlike the risk of adding Great People). The risk is so high, you have to wonder if they see the benefit of doing it. What is the benefit of doing it?

The question is, what constitutes the successful formula? What can you strip away from the game and still retain its Civilization-ness (Civilizationosity?)?

These are the obvious ones to me:
1) Turn-based
2) Tech Tree
3) Historical Flavor (Real Wonders, Leaders)

I might include Big Two Victory Conditions (i.e. Conquest and Space Race) since they've been there from the beginning, but other than that, isn't everything else pretty much changeable? Yes, it might be hard to sell Civ 5 based on underlying gameplay mechanics, but let's face it: regardless of whether they build-from-scratch or incrementalize, Civ 5's main selling point is going to be an enhanced graphical engine which they can stick on a poster.
 
One of the reasons that there should be no rush to do Civ V is there is a massive modding capability in Civ IV to play with ideas.

Without even using Python, I can add new civics, new buildings, new units etc. similar to what was available in Civ III.

I am barely competent in Python, yet with a few inspirations and examples from other modders I have been able to do things like:
- Add new categories of civics
- Make my population remember if they previously had an enlightened political civic and complain when they descend into Depotism etc
- Determine the percentage of population that follows each religion in a city, and have it be influenced by the religious civics in place
- Create unhappiness due to religious tension when several religions have significant followings in the same city and Free Religion is not in effect
- Allow religious purges, atheism as a civic etc
- Create religion-specific effects for civics
- Allow some civics to be controlled on a per city or national basis
- Calculate and track unhappiness caused by national civics and decide if a city wants to declare independence

Sorry if that sounds like a grand advertisement for my modding skills :blush: . All I really wanted to show was that I'm been having great fun modding Civ IV :)crazyeye: in my own eccentric ways :crazyeye: ) for the last 18 months.

The only real problem I have (in common with other modders) is that I am limited by what I can make the AIs 'understand' and use. (I would also say some of my implementation is quite clunky.)

Finally on topic :) :
If I had to summarise what I have been doing (and hence what I conclude must be missing in Civ IV for me) is to make civics and religion less like game settings and more like factors that affect the imaginary citizens of my cities and ones that can even create serious problems if mismanaged.
 
As for totally remaking the game, that's exactly the point I'm making: they won't. Why would they risk making fundamental changes to a successful formula?
You're right, they won't. But, as was stated already, eventually this formula will get tiring (I'm already there), then just downright unsuccessful (I'll probably be there on Civ5). Someone will make "Civ" on a different formula (many are already working on this - though all I know of are at the amateur level), that will be wildly successful, and that will spell the end of Firaxis' Civilization as the leader of this type of game, and it will just become a follower of that new game.


The question is, what constitutes the successful formula? What can you strip away from the game and still retain its Civilization-ness (Civilizationosity?)?
To me, historical flavor, tile-based and turn-based are the 3 "must haves"


PS, why is there no 'Alt Civ' section here like at Apolyton?
 
The question is, what constitutes the successful formula? What can you strip away from the game and still retain its Civilization-ness (Civilizationosity?)?

These are the obvious ones to me:
1) Turn-based
2) Tech Tree
3) Historical Flavor (Real Wonders, Leaders)

I might include Big Two Victory Conditions (i.e. Conquest and Space Race) since they've been there from the beginning, but other than that, isn't everything else pretty much changeable? Yes, it might be hard to sell Civ 5 based on underlying gameplay mechanics, but let's face it: regardless of whether they build-from-scratch or incrementalize, Civ 5's main selling point is going to be an enhanced graphical engine which they can stick on a poster.

I would also add:
4. Diplimacy & Combat & Espionage
5. Balancing Production, Money, and Growth
6. Simple, Easy to pick up interface
 
People might get tired of the formula. There are people even now who prefer Civ 3 to Civ 4. As long as they stay turn-based and keep the same production system, they are going to hit a dead end eventually. There is only so much you can add to the basic system, which is essentially unchanged since Civ 1, just much prettier. Sooner or later, Civ 5 or Civ 6 will hit a wall, and game reviewers will know it. Someone might just come up with a better model.

In an intervew Soren Johnson or Sid Meiers Said their philosophy for change was:

1/3-New Features
1/3-Revising/modifying existing features
1/3-Same Base

They are up to change-just not creating an entirely new game.
 
In an intervew Soren Johnson or Sid Meiers Said their philosophy for change was:

1/3-New Features
1/3-Revising/modifying existing features
1/3-Same Base

They are up to change-just not creating an entirely new game.

The tile-based model and the city production model are a chunk of the game much bigger than 1/3 that can't really be broken down. You can't slowly evolve out of it; sooner or later, it's going to have to go and it will be a big change. If you think about Civ 4 and Civ 1, the amount that's still the same is huge...it's like a monkey and a human--while they look different, their genetic makeup is very similar.
 
I was just thinking that the next great step of evolution for civ would be the end of the "tile map"

a "pixel map" would have direct consquences:
-graphics: "better" graphics in the eyes of some people, "gimme my old tile back" for others
-tile improvement: we can still imagine mining, windmill hills, farming along rivers, but now it would have a kind of RTS look: click on the worker, say build mine, the mouse take the form of a mine and when you mouse over the hill, it became highlighted and you click again to precise where you want to build a mine (RTS style of building buildings with peons)
-city screen: a new model have to be design. maybe sliders to say if you want to work on food, prod or commerce. Depending of the improvement in the city, max for each sliders would change (before the mine, max prod=3, after max prod =6)
-city placement: there should be something helping to know what would be max food, prod and commerce of a city before placing. I think it's the most difficult part of the implementation of the system
-city culture: instead of steps (10, 100, 500,...), the culture in the city spreads around more lineary. maybe terrain can make culture spread speed to vary (on the plains culture spreads like mad, but twice slower through hills...). It may make so you want to develop more culture to gain control over hard terrain quicker
-unit movement: we would see a heroes of might and magic stack style maybe
-roads and other map related systems: we could see new things with them...

This will depend heavily on system requirements, but i sincerely think the next step for civilization will come from a hardware change. will it be the above change or not...
 
Actually I think a hex-based tile system would be superior.

Nothing against the no-tile games, but I think if Civ went in that direction it would lose something.

Wodan
 
There need to be a better, more realistic city model. Cities are not isolated units. There is no reason why you should not be able to trade food and hammers between your cities or between civs. I also want a realistic depiction of manpower, and less control over tech tree (what techs you get next is based on what your civ is doing, its position and so on, for example, a civ close to sea will likely get "Sailing").

Also, battle system need to be improved. Current non-stack attacks are ridiculous, and lack of things like morale and supply lines weaken the military part of the game. And what happened to pirates and naval battles? And air promotions??

It´s not just a matter of being creative, but also of increasing the realism of the game. Hearts of Iron 2 is a grand strategy game that is very complex and realistic, but still immensely fun to play. I also would like to add that the series "Heroes of Might and Magic" is an example of games that are too afraid to diverge from the formula, which makes new games pretty redundant. The 5th incarnation has very few new ideas compared to the 3rd. In the Civ-series, the smallest change was between Civ 1 and 2, so I´m hopeful that there is still much more to do with this marvellous series.

Also, I HATE when good features are lost in each new incarnation. I want back the peat, the seals, the marsh, the coastal bombardment, the high council, the embassies and so on...
 
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