If a new patch/dlc/expansion came out tomorrow what would you like to see added?

I'd like the ability to insult the Civ Leaders back too. Like at least if napoleon trots around and tells me that my army is too weak and I"d better watch my back. I"ll like to tell him to bring it on then.

Napoleon is free to suck it up or insult back or dow me.
 
-Fix the Pikemen to Gunship upgrade path.
-Fix ranged units upgrading to melee units and all their promotions becoming useless.
-Fix Battleship not upgrading to Missile Cruiser & Cruiser not requiring aluminum.
-Let me set the focus of puppeted cities. Isn't it enough of a penalty that I can't manage their workers, build units, build wonders, rush production, buy tiles, have a happiness penalty, etc? Just let me change their focus from Gold to Culture or Science or Great People.
-Vanilla scenarios updated to BNW.
-Near-future scenarios using Xcom, GDR, Missile Cruisers, Stealth Bombers, etc.
-Scale the number of trade routes with the map size or number of other civs.
-Balance Policies better.
-Recreate Alpha Centauri on Civ 5 engine like Colonization was done on Civ IV.
-Make it possible to view available future Ideology policies, like is possible with the other social policies.
-Make the opening splash screen rotate though Vanilla, G&K, & BNW screens, not just BNW.
 
Balance improvements. While it's fine that some civs are better than the others for variety, wide empires need some major buffs. It makes no sense that you'd ever want NOT to take unclaimed land if it's a possible option. It's completely against the history too. Unclaimed land in the modern era? Happens now, and it just looks bad and feels wrong.

Tall should only be viable if other options are impossible due to Hiawatha/Augustus having already taken all spots/playing small map. Expansion should always be rewarded, unless it's into ice/snow/pure desert.

Melee and horse buffs with strength increases to pretty much every melee unit. Also, horses/tanks are +10% stronger if they attack a non-fortified enemy. Buffs for bad policy trees. Piety giving REAL bonuses to your religion.


Tanks buffed, but anti tank guns get even better +attack/defense modifier against tanks, as well as give nearby units a non-stacking +10% strength against tanks.

Lancers and their UU's upgrade to Cavalry.

Casus belli system.

Some AI improvements.

Civs? I don't really need more, but Vlad the Impaler would make a cool leaderhead. Switzerland would probably make a fun to play civ.

Cool movies after victory conditions are reached, or if you are defeated.

Some sort of special look to make your giant cities actually look impressive.

Civ leaders no longer say Defeated victory lines when apologising for spying on you.
 
Spoken like a true communist... this made me laugh even though it sounds so wrong. I do hate how they aren't happy with my selection of ideology... so maybe I should just give them sweet dreams with a lil gas.

It was the nazis that used gas (zyklon B) against quite a number of people. Get your facts straight, mmkay? We communists are nice people who only hates the rich parasites that profit from your pain and then take your job away from you once they are done sucking your life blood out.
 
You mean spoken like soviet communist and not like true communist, there is a big difference. Just like there are a lot of people who say they are Christians, but very few are true Christians. Just had mention that. I don't like seeing the communism ideal getting blacken. But of course, I got the joke. ;)

The soviet communists didnt gas people to death. They defeated nazi germany, who were in fact using gas on quite a number of people, among them around 2 million communists who where the number one of groups that suffered the nazi vernichtung.
 
More severe penalties from ideological unhappiness maybe...

Increase number of levels of unhappiness: dissidents, civil resistance, open rebellion, revolutionary wave, armed resistance, total anarchy, or something at maybe (0-1, 2-3, 4-5, 6-7, 8-10, 11+), just to make civs who completely neglect tourism feel actual punishment (here some deity players end the game with science victory with 0 tourism) as you would feel from completely neglecting culture or troops or science.

Being denounced by a civ at a greater influence level increases penalty by 50%, rounded down (say he has 2 torches on you, if he denounces you, it is increased by 1 torch for the rest of the 30 turns)
Being at war similarly increases it by 100% (doubles number of torchers/hammers/swords) and rebels that spawn in the warring unhappy empire join the enemy civ, if two or more civs are at war with it, the civ with the highest level of influence takes priority.

A declaration of friendship with a civ with the same ideology works the same way as denouncements: a 50% boost.

Remove resistance time for city flipping (if the people rose up to join you then they shouldn't resist you at all) at all levels of influence.

Being unhappy also reduces great person generation by 2% per pt of unhappiness.

World ideology instead of giving 2 torches/hammers/swords now doubles effects of said ideology (only doubles base pressure from tourism and will not stack with denouncements or DoWs) instead (if a civ is completely uninfluenced they shouldn't get any penalty) for example, say I am order, Pacal (two hammers on me) is order, and Alex and Dido have two swords each on me. My empire is at -2. Once world ideology passes Pacal's hammers doubles to 4 and now I am happy.

This should make an ideology/tourism monger a lot more fun to play (as AIs even with revolutionary wave status are still at 40 happiness on deity a lot of the time)
 
The soviet communists didnt gas people to death. They defeated nazi germany, who were in fact using gas on quite a number of people, among them around 2 million communists who where the number one of groups that suffered the nazi vernichtung.

Exactly, but Soviet communism was quiet totalitarian as almost all forms of government are, including these today (though they still offer much more freedom compared to Middle Ages). It is simply the mentality of man which ruins all ideas of humanism and better tomorrow, technology is not the only thing that has to advance, man mustn't also fall behind. ;)
 
I want:
More diplomacy
AI get better to fight
Flights need a fix.(takes to mutch time now)
Make bomber flights to bomb enemy tiles.
Puppet citys have the same color of the civ you got it from, until you annex it it will change to your civs color.
 
I would like some more depth to certain areas:
1. Trade. I applaud the trade route system. Loudly. However, I want a greater number of routes, but cheaper trade units and lower yields per route. Also, I would like food and production yields from internal routes to be based on resource differences in some part. For example, if the sending city has wheat, but the receiving city does not, the receiving city should get a greater amount of food. Also, GPT and resources traded between civs ought to be carried on trade units.
2. Espionage. Spies assigned to an opponent's cities should gather more information. For example, they should have a chance to reveal what other cities are building, or perhaps even occasionally show some of the targeted player's troop movements (as in, they could make the tile/tiles in question visible for a turn, not just mention that he was launching an attack). They should also be able to scout out nearby terrain to help prepare for an attack.
3. Aerial warfare. First, there should be a distinction between land-based aircraft and carrier-based aircraft (and perhaps flying boats could form a third category). Land-based aircrafts should be able to base in cities and perhaps at airfields (see below). Carrier-based aircraft should be able to base anywhere land-based aircraft can as well as on carriers. However, they should perhaps be somewhat less capable in other regards than land-based aircraft to compensate. Land-based aircraft should include fighters (Great War Fighter to Fighter to Jet Fighter), attack aircraft/dive bombers (bonus v. ground units, penalty v. fighters) (Great War Bomber to Attack Aircraft to Jet Attacker), tactical bombers (bonus v. cities) (no WWI version, then Bomber to Jet Bomber), stealth bombers (quite high evasion, perhaps bonus v. cities, but definitely high cost), recon planes (large air recon range, but awful combat) (Artillery Spotter to Air Recon Plane to Spy Plane), and (land-based, and so large) torpedo bombers (strong, but may only attack naval units, and a large penalty v. submarines to simulate the small chance of catching one on the surface) (no WWI version, then Torpedo Bomber to... not sure). Carrier-based aircraft should include naval fighters (no WWI version, then Naval Fighter to Naval Jet Fighter), naval bombers (bonus v. naval) (no WWI version, then Naval Bomber, then... again not sure), and naval recon planes (large air recon range, but practically or really useless for combat) (maybe a WWI version, but then Naval Recon Plane, then no upgrade). Flying boats would show up in the pre-WWII era, and would act like heli gunships for water, be able to traverse land tiles, but not end their turn there, have a large sight range, and otherwise function as slower naval bombers, but without the requirement for a home base. Airfields should be added. They would be improvements which could house some set number of planes.
 
Pre-gundpowder ranged units reduced to 1 range. -50% to city ranged attack strenght.
 
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