Just Some Ideas (for Civ5)

PolishStud

Chieftain
Joined
Dec 13, 2008
Messages
7
:religion: :food:
Religion- To me religions serve no purpose in this game, outside of being a +1 to happiness and a diplomatic tool. So I figure it should actually have an effect on gameplay. By giving bonuses/penalties based off of the real religions. Like this:

Hinduism- No food bonus from animals, happy bonus from cows, extra food from plants. (why no veggies in this game?)
Judaism- No food from pigs, +1 food from cows/fish
Christianity- negate meat (besides fish) every 7th turn, +1 happy from wheat and wine
Buddhism- :mad: from ivory, and fur without a certain tech (humane harvesting) +1 food from veggies
And I can't really do anything with the rest because I don't know them that well. (iso Egyptian/Aztec worship next game (sacrifices :groucho: )
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:commerce: :traderoute: :Food:
Trading- Now this actually serves a purpose without me changing it completely. You know how when you go to war with someone, and you blockade their ports. well have you noticed they still can trade over water. How does that work? I don't know either, guess they have invisible ships. Which is my problem with it. Stuff just doesn't move, it gets picked up and then brought to its destination. Which is why I think that to trade you should have to get the resource with a worker/merchant unit, and bring it to the civ that you want to trade with, then your units start going back and forth bringing the stuff back. Well what does that have to do with blockading stuff? You take your worker and give the resource to a workboat/merchant ship, and they go back and forth with the city across the sea. So now it is actually possible to interrupt trade.

Quick Summary- Worker to resource to city/ worker to resource to boat to city
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:strength:
Combat- Just for fun I would love to see martial arts implemented as civics. Just as like an experience bonus, or something along those lines. Maybe Tae-Kwon-Do adds +15% defense, and Karate +10% city attack
Also this would only work with infantry vs. infantry, because a tank doing a spin kick, even I'm not that ********.
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:food:
VEGETABLES, self explanatory there is 4 compared with like 7 meats
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Units
Animal Tamer- 2 str, 1 movement, catches tigers, lions, and other wild animals
Circus Train- +1 happy from those animals, goes to cities to perform (great person effect, (you can do it once)
Merchants/Merchant Ship/Merchant Train- explained above
Buildings
Zoo- +1 culture, +1 happy from elephants resource, and other animals caught by animal tamer
Water Park- +1 culture, +1 happy, +1 happy if by coast/river
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Other peoples ideas-

Embassies- increase foreign relations
Coast lines- not square (see Civ 5 wishlist)
isometric(diamond shaped)/hexagonal tiles
 
:religion: :food:
Religion- To me religions serve no purpose in this game, outside of being a +1 to happiness and a diplomatic tool. So I figure it should actually have an effect on gameplay. By giving bonuses/penalties based off of the real religions. Like this:

Hinduism- No food bonus from animals, happy bonus from cows, extra food from plants. (why no veggies in this game?)
Judaism- No food from pigs, +1 food from cows/fish
Christianity- negate meat (besides fish) every 7th turn, +1 happy from wheat and wine
Buddhism- :mad: from ivory, and fur without a certain tech (humane harvesting) +1 food from veggies
And I can't really do anything with the rest because I don't know them that well. (iso Egyptian/Aztec worship next game (sacrifices :groucho: )
Adding resource bonuses/limits is a bad idea, since it is all super-situational and wouldn't add much at all, but could hurt a player a lot. Instead it would be better to add bonuses to the religion based on their ideals. For example, Confucianism could give +2 :science: and -1 :gold: in all cities(persuit of knowledge, shunning material wealth), while Hinduism could give + 2 :hammers: and -1 :culture:(Dedication to one's caste, restrictive culture prevents others from converting). This could easily be done with other religions.


:commerce: :traderoute: :Food:
Trading- Now this actually serves a purpose without me changing it completely. You know how when you go to war with someone, and you blockade their ports. well have you noticed they still can trade over water. How does that work? I don't know either, guess they have invisible ships. Which is my problem with it. Stuff just doesn't move, it gets picked up and then brought to its destination. Which is why I think that to trade you should have to get the resource with a worker/merchant unit, and bring it to the civ that you want to trade with, then your units start going back and forth bringing the stuff back. Well what does that have to do with blockading stuff? You take your worker and give the resource to a workboat/merchant ship, and they go back and forth with the city across the sea. So now it is actually possible to interrupt trade.

Quick Summary- Worker to resource to city/ worker to resource to boat to city
Sure, but ONLY if Friaxis can learn how to make decent automated traderoutes. They didn't have them in Railroads and they certainly didn't have them in Colonization.
:strength:
Combat- Just for fun I would love to see martial arts implemented as civics. Just as like an experience bonus, or something along those lines. Maybe Tae-Kwon-Do adds +15% defense, and Karate +10% city attack
Also this would only work with infantry vs. infantry, because a tank doing a spin kick, even I'm not that ********.
Erm... no... just no...

:food:
VEGETABLES, self explanatory there is 4 compared with like 7 meats
Sure, some more diversity in resources could be a good thing.

Units
Animal Tamer- 2 str, 1 movement, catches tigers, lions, and other wild animals
Circus Train- +1 happy from those animals, goes to cities to perform (great person effect, (you can do it once)
Merchants/Merchant Ship/Merchant Train- explained above
Buildings
Zoo- +1 culture, +1 happy from elephants resource, and other animals caught by animal tamer
Water Park- +1 culture, +1 happy, +1 happy if by coast/river
Erm... I don't really see the point of the animal trainer thing...

Embassies- increase foreign relations
Coast lines- not square (see Civ 5 wishlist)
isometric(diamond shaped)/hexagonal tiles
Yes, yes, yes. We certainly need these.
 
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