I wish the mod did "this" because it's like that in real life.

Honestly, real life kinda sucks in a lot of ways. I'm glad Civ has fantasy elements in a large part because it's my escape from the real world ^^.

As for things that I might want to see changed to be more realistic... hmm. It's not so much as issue now, but super rapid expansion in the early game seems a bit silly. Like, what kind of country founded all of it's cities in the first 1000 years and spent the rest of history fighting over border conflicts because the good land has already been taken?

Granted this is somewhat inevitable, but I might actually enjoy a more slow expansion in the Ancient Era to account for how the rise of Civilization was very gradual rather than settler spam.

As I said though, that's less of an isssue in the current versions than it used to be. Also nice to have discussions about 'what if' without thinking too seriously about the balance considerations :).

And on that note, I love walls and Castles. I would argue that there isn't a modern city that exists without walls, it's just that they don't look like one huge wall around the whole place, because at this point of technology we have walls all over the place inside those cities lol. Now there are certainly places which have more walled areas within their city than others (e.g. South Africa has walled compounds). On the other hand, cities IRL are much less likely to be put under siege in international conflict than those in Civ. Having walls around the place seems like a good in idea in that context, given the relatively few hammer required to build it?

Castles are more of a period specific-thing, but I think it's worth noting that there have been different kinds of fortifications which might be called a castle over time, in the same way that we have forts and citadels on the map that change their looks between different periods of history. Maybe you could rationalise having a castle in the Information Era as being a sort of military headquarters the Arsenal is located inside? That would be kind of badass to say the least! And you can have a sense that the structure itself is upgraded over time as technology changes and different things become more relevant.
 
Granted this is somewhat inevitable, but I might actually enjoy a more slow expansion in the Ancient Era to account for how the rise of Civilization was very gradual rather than settler spam.

Great idea. Will be incredible if in VP the devs remove settler and let only Pioneers and Colonists to found city, also reworked all policies who gives a free settler. In return add government buildings which will increase a country's culture. Perhaps this make no sense for others, but for me looks a nice way to change the gameplay.
 
Great idea. Will be incredible if in VP the devs remove settler and let only Pioneers and Colonists to found city, also reworked all policies who gives a free settler. In return add government buildings which will increase a country's culture. Perhaps this make no sense for others, but for me looks a nice way to change the gameplay.

That's much further than I would go, but it's an interesting idea :). Purely hypothetical of course, but perhaps it could be an alternate game mode or something you can select in the options when you are setting up. That way anyone could try it out to see what it's like without it affecting their regular gameplay.
 
Civ 4 had an interesting way to model the "get all your cities early in the game".

In Civ 4, your "cities" were actually your super city state type places. The villages you created actually grew up to be the majority of the cities that we think of today. So even though you might have founded 8 "city states" early in the game, you actually had dozens of cities by the end game.
 
Civ 4 had an interesting way to model the "get all your cities early in the game".

In Civ 4, your "cities" were actually your super city state type places. The villages you created actually grew up to be the majority of the cities that we think of today. So even though you might have founded 8 "city states" early in the game, you actually had dozens of cities by the end game.

I always loved that- fun fact, that code still exists in places in the Civ 5 DLL.

G
 
I always loved that- fun fact, that code still exists in places in the Civ 5 DLL.

G
You grace us with your presence Lord G...

I like your comments about Castles James, and that's essentially what I do. I cant help but dive into my worlds and imagine and role play the experience. So I imagine the castles are modern type installations lol. And of course I want the bonuses from walls and castles...hmm. I suppose if I could make a real mechanic suggestion on this it would be to make castles you built early have high culture and a different building that serves the purpose of the castle but it's something modern and has no culture. Now... some polices grant Castles culture. They should get this plus a natural base culture.
 
(Obligatory disclaimer of the mod's greatness before I gripe.)

I despise GDR and X-Comm as immersion breaking. We should add Drones to the game, or at the very least make ICBM's more central to late game combat (removing them from supply was a great change). Further, Jet Fighters should have a late game buff to their damage against land units to represent their multipurpose function in modern combat.
 
Civ 4 had an interesting way to model the "get all your cities early in the game".

In Civ 4, your "cities" were actually your super city state type places. The villages you created actually grew up to be the majority of the cities that we think of today. So even though you might have founded 8 "city states" early in the game, you actually had dozens of cities by the end game.
Gawd... it's been so long since playing civ 4 I cant really remember how this worked. I know we all loved the ability to be a "villian" and defy the World Congress. But I've accepted this as a gameplay mechanic in civ5 because even though 8 luxuries have been banned I still have enough happiness so the AI knew what it was doing. However I will say this. The devs should drop everything and mod as much of Leonard Nimoy's voice into the game as they can. And then just piece any missing dialogue he would say from old Star Trek Clips...
 
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(Obligatory disclaimer of the mod's greatness before I gripe.)

I despise GDR and X-Comm as immersion breaking. We should add Drones to the game, or at the very least make ICBM's more central to late game combat (removing them from supply was a great change). Further, Jet Fighters should have a late game buff to their damage against land units to represent their multipurpose function in modern combat.
Fair enough. The final four Technologies are the only ones that can be presumed science fiction. So your point is definitely made. But as the Civil pedia would argue they may be the next logical steps. It was vanilla civ5 that took the liberty to add these units. At this point wars are not easily won and you should be wrapping up the scored game soon. Beyond that you've been requesting "just one more turn..." Drones! Yes. Cheap planes maybe?? ICBM is a hot topic and has had it's own thread many times. I KNOW gameplay mechanics will be thrashed. But I would love to see their range-extended to as far as possible. I know a true infinite range is not possible as it's been discussed. But I definitely like to see it go as far as possible. And then a "mutually assured destruction" mechanism would have have to be created to deter players from using them. I know I'm dreaming now... but a nuclear defense agreement... "If they nuke me, fire everything you've got against them!" Something more than a standard DOW. It MAKES them fire their ICBM. Finally 3 nuke units. Atomic bomb. Tactical Nuke. ICBM.

New thought. Ok let's say the Nuclear Defense agreement was triggered. For every nuke you fire at the enemy you gain huge positive diplomacy with the other civ in agreement.
 
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Impis do that

Yes, but they throw a spear, not shoot a gun. If a hypothetical peltast were present (at least, I don't THINK one is), it would (or, at least, could) have a similar quality in that way to an impi.
 
Further, Jet Fighters should have a late game buff to their damage against land units to represent their multipurpose function in modern combat.

Are you referring to the very same very late game that represents a historical period where most infantry units, even ragtag, underfunded Third World Armies and guerilla/terrorist/freedom fighter militias usually have Stingers/Iglas/Verbas on hand and often, to a surprising degree, are aware of how to use them.
 
The devs should drop everything and mod as much of Leonard Nimoy's voice into the game as they can. And then just piece any missing dialogue he would say from old Star Trek Clips...
As someone with no background in sound engineering, this sounds important and very easy to do.
/s
 
I see nothing wrong with building castles and walls in the modern day. Look at the Smithsonian and Disney, or Berlin and the US/Mexican border /s

Contrary to the current state of diplomacy, I would want to see more periods of cold war and appeasement -- more Peace in our Time.
 
I see nothing wrong with building castles and walls in the modern day. Look at the Smithsonian and Disney, or Berlin and the US/Mexican border /s

Contrary to the current state of diplomacy, I would want to see more periods of cold war and appeasement -- more Peace in our Time.

Yes, because "appeasement," was SUCH a success. I don't think it even kept the peace in Europe for a full three years...
 
The gameplay aspect of the Castle is that everyone does it. If you can build it in 2 turns and it has benefits. Why not? I just like to see something to make it more realistic that most cities don't build castles anymore. Maybe ridiculous maintenance cost??
 
You grace us with your presence Lord G...

I like your comments about Castles James, and that's essentially what I do. I cant help but dive into my worlds and imagine and role play the experience. So I imagine the castles are modern type installations lol. And of course I want the bonuses from walls and castles...hmm. I suppose if I could make a real mechanic suggestion on this it would be to make castles you built early have high culture and a different building that serves the purpose of the castle but it's something modern and has no culture. Now... some polices grant Castles culture. They should get this plus a natural base culture.

Civ 6 has a feature where walls you build early on gain tourism later on in the game. Could have something like that :).
 
Civ 6 has a feature where walls you build early on gain tourism later on in the game. Could have something like that :).
Now that I think about it I think a lot of the features I'm speaking of come from civ4. At a certain point walls and castles could not be built anymore. Or was that civ3? Heck after 20 years they are starting to blend together lol
 
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I always loved that- fun fact, that code still exists in places in the Civ 5 DLL.

G
Long time ago, I've played Civ4. Wasn't there villages which grew over time and give more yields, after 10/20/40 turns? Would be atleast a nice feature.

What if villages can grow after earning a specified amount of gold in several steps so villages on important trade routes would grow faster as villages in the wide open and also would give more yields. Would atleast improve villages getting back its worth against Agribusiness farms.
 
The only real life thing I miss is migrations.
But the happiness system ends up doing something that looks like it, so no complaints.

On the other hand, not exactly a real life thing, but I was dreaming on a mechanic that mimics centralization.
For example, I could directly control all of my cities, all of my armies, and play the tyrant. Or I could set a few cities free from my rule, but still belonging to the empire and contributing to our wealth and manpower. Or even grant them complete autonomy, so they are free to act on their own, but always allied to me.

Wait, wait. I know. There's puppet cities and vassals for that. But as they are now, we can only have a puppet from a conquered city and we can only have a vassal from a vanquished country.
I'm talking about having the option to decide whether a new city is gonna be puppet or controlled, of having the option to create a new vassal out of our own cities, a vassal who will not attempt to loose free.
I'm talking about reversing any of those statuses as we see fit, turning puppets into controlled cities, and vassal cities into owned cities at will.
Well, maybe with some restrictions.

In such scenario, a player could be regarded as a tyrant when most of his cities are owned, a king/president, when most of them are puppets, or an emperor when most of them are vassals.
The less the player controls, the harder it is to deploy strategies, but also the easier to manage. If the country is faring well, I could relax and let the AI handle the hard work for a while.
 
The only real life thing I miss is migrations.
But the happiness system ends up doing something that looks like it, so no complaints.

On the other hand, not exactly a real life thing, but I was dreaming on a mechanic that mimics centralization.
For example, I could directly control all of my cities, all of my armies, and play the tyrant. Or I could set a few cities free from my rule, but still belonging to the empire and contributing to our wealth and manpower. Or even grant them complete autonomy, so they are free to act on their own, but always allied to me.

Wait, wait. I know. There's puppet cities and vassals for that. But as they are now, we can only have a puppet from a conquered city and we can only have a vassal from a vanquished country.
I'm talking about having the option to decide whether a new city is gonna be puppet or controlled, of having the option to create a new vassal out of our own cities, a vassal who will not attempt to loose free.
I'm talking about reversing any of those statuses as we see fit, turning puppets into controlled cities, and vassal cities into owned cities at will.
Well, maybe with some restrictions.

In such scenario, a player could be regarded as a tyrant when most of his cities are owned, a king/president, when most of them are puppets, or an emperor when most of them are vassals.
The less the player controls, the harder it is to deploy strategies, but also the easier to manage. If the country is faring well, I could relax and let the AI handle the hard work for a while.

I think there's a modmod that does something similar - autoproduction? No idea how well the AI makes choices, though.
 
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