Let's make Civ 5

Just so long as that can be switched off, and it comes with a good enough selection of pre-generated units that I never have to bother with it, because I really hate wasting my time on that kind of thing.



There were random events in Civ 1, fwiw.

My goodness. I forgot about this.

I even had cities from other civ's swap to mine - even though culture didnt exist back then.
 
ummm, i think there should be a way to "buy" a tile from whoever owns it. With that tile you could build a city, build an improvement or anything. Just the price would vary per tile, like if the tile has gold on it, it will be worth more then a tile with nothing on it.

I like that idea. Cultural Influence would still be important for claiming neutral lands, but for lands already owned by civilizations, you have to buy the land from them. To make culture still play a part, there would be a % modifier based on how much of that land has your culture. For example, if the base cost of a Plains tile was 30 :gold:, and you had 40% Culture in the tile, it would cost you 33 :gold: to purchase it. If you had 70% culture in the tile, you could purchase it for 24 :gold:.

Just to keep things fair though, if you obtain 90% culture in the tile, it switches to your control automatically.
 
I miss that special effect, of civ I, of spilting the empire after you conquers the capital... (Nostalogia)
 
there should be like a thing, were if you declare war on someone, you can just invade and take over there capital, then you can set up a new government in place of the one you just overtook. Like have it be like if you invade Aztec, take their capital, then you will be prompted to form new nation, which is identically to you civically, and you protrect them and you have good relations
 
there should be like a thing, were if you declare war on someone, you can just invade and take over there capital, then you can set up a new government in place of the one you just overtook. Like have it be like if you invade Aztec, take their capital, then you will be prompted to form new nation, which is identically to you civically, and you protrect them and you have good relations

well, if you want to make invasions and wars much shorter and all about decapitation attacks, yes. I do not see that as a plus myself, but there's no reason why it could not be an option; it is sort of capture-the-flag though.
 
well, if you want to make invasions and wars much shorter and all about decapitation attacks, yes. I do not see that as a plus myself, but there's no reason why it could not be an option; it is sort of capture-the-flag though.

You could just make it a sort of "strong vassal" state. If you capture enough of their lands, they offer to be a "strong vassal", meaning they get their original cities back (or only some of them), but otherwise are vassals to you. You can even direct their cities to building certain things (like say, "I want you to build me tanks"). However, if they have money, they can disagree by paying a fine to you, maybe.
 
Öjevind Lång;7342710 said:
Wasn't that Civ II?

Also!!! But in Civ I, when you were in Euro-Asia and try to conquer America, only with a good nuke or many (but many) tanks... That was the god old days... And that you see half of a Empire split ina new civ... :rolleyes:
 
Ive have civ I on my old computer and i loved it. ive been playing since i was 5, i didint even know how to play and i still played it. lol . well my ideas for a new civ would be... well imagine CIV + Command & Conquer +Ages of Empires + lets say Spore. Well u start off on earth. and the Hud, or display is like Google Earth. you have the planet and u can zoom and turn it whatever way u like. But when you reach a certain age you can colonize other planets in your solar system. umm also on earth you should options to build an "Army base" instead of always buildint your units in your citys, you should be able to buil a base somewheres else, for land units u need lets say a barracks, then for sea, docks, and for air, an airfield. so you need to build theres 3 seperate "bases". you can either spread them in a few squares or put them all in one. ( This is just for the modern age ) for the medevil and ancient ull be buildin things like a fortress with a barracks. i like this idea cuz i love building citys an all, but theres lots of stratygic spots in maps that you really dont wanna build a city, as in theres n ot enought food and too barren.

well thats all for now, lol gotta go to work.
 
I miss that special effect, of civ I, of spilting the empire after you conquers the capital... (Nostalogia)

Miss this too. There are some interesting variations of it that could depend on civics. With Univ. Suff. maybe they only get some turns of anarchy everywhere.

Or each city must pass a culture test to revolt to a nearby civ (chance to fail test depends on civics and culture). This could fracture the whole civ, and be very painful if it happened to you!
 
I'd like to see a fusion of culture, civics, and religion in Civ V. Instead of having specific civics and religions to implement, you adjust "policies" on sliders. Technologies can add sliders or remove restrictions on sliders.

Example sliders:
<--Atheism----Paganism----Polytheism----Monotheism--> (Influence of "God/s")
<--Slavery-----------Emancipation--> (Individual Rights)
<--State Property-----Free Market--> (Economic Freedom)

These "policies" are what constitutes your unique "culture".

Then, similar to how religion affects diplomacy in Civ IV, AI leaders will like or hate you depending on how similar your "culture" is to theirs. Close borders will not spark as much tension between similar cultures, but cause major conflicts between two opposing cultures.

If two cultures are almost exactly the same, and relations are good, the cultures can create a temporary cultural alliance.
 
I'd like to see a fusion of culture, civics, and religion in Civ V. Instead of having specific civics and religions to implement, you adjust "policies" on sliders. Technologies can add sliders or remove restrictions on sliders.

Example sliders:
<--Atheism----Paganism----Polytheism----Monotheism--> (Influence of "God/s")
<--Slavery-----------Emancipation--> (Individual Rights)
<--State Property-----Free Market--> (Economic Freedom)

These "policies" are what constitutes your unique "culture".

Then, similar to how religion affects diplomacy in Civ IV, AI leaders will like or hate you depending on how similar your "culture" is to theirs. Close borders will not spark as much tension between similar cultures, but cause major conflicts between two opposing cultures.

If two cultures are almost exactly the same, and relations are good, the cultures can create a temporary cultural alliance.

Thats some really good ideas.
 
I'd like to see a fusion of culture, civics, and religion in Civ V. Instead of having specific civics and religions to implement, you adjust "policies" on sliders. Technologies can add sliders or remove restrictions on sliders.

Example sliders:
<--Atheism----Paganism----Polytheism----Monotheism--> (Influence of "God/s")
<--Slavery-----------Emancipation--> (Individual Rights)
<--State Property-----Free Market--> (Economic Freedom)

Anything to be rid of civics, but replace culture and religion as well, I'm not so keen on.

Question; are you envisioning the full range of policies being available from the beginning ? Or would you have limited range initially, and more becoming available as one got the techs, in the same way more civic options do in Civ IV ?
 
Why all the hating on Civics? That was one of my favorite features of Civ4!

This kind of sounds like EU3 sliders, now that I think of it.
 
Question; are you envisioning the full range of policies being available from the beginning ? Or would you have limited range initially, and more becoming available as one got the techs, in the same way more civic options do in Civ IV ?

Limited range to start with, and techs increase the range available to you. I just think a system of having your culture define your empire, in addition to your area of influence, is a good idea.

Another idea: I think each civilization should start with no unique traits, but develop them in the Ancient/Classical period, based on what you produce, where your gold goes, etc. So to be a financial leader, you build a lot of cottages to start with to earn the x1.5 economy bonus. And to become a spiritual leader, you focus your efforts on religious buildings. The benefits of an agressive leader are earned by building an army early on, and the benefits of a protective leader are earned through producing archers and building walls. And the more valuable traits (Philosophical and industrial, in particular) are harder to get. Therefore, it would be possible to be a Philosophical/Industrial leader, but it would difficult to achieve and would involve shifting focus away from military production to achieve, weakening you to attack. So it still balances out.

Speaking from the perspective of a game design major, I think this would be a good feature to have, as the traits you earn are defined by your gameplay style and strategy. Players who could pick and choose traits in earlier Civs could pick up Civ 5 (with this feature) and discover that a different set of traits are better suited for them. Players also change their strategies over several games, and this system adapts to that.

The idea may be a bit out there, but I think it could work well.
 
There are some mods out there that remove the starting techs from civilizations, so every civ is on equal grounds for religions/bronze working/oracle/what-have-you. Maybe the civilization traits would be something similar to religions, were you "found" them when you discover a certain tech(but obviously they can be founded an indefinite amount of times for every civ). For example, when you discover Bronze Working, you gain Aggressive, and when you discover Archery or Masonry, you get the Protective trait. More powerful traits, such as Financial, require something like Currency. Philosophy would be a good choice for Philosophical obviously, however, it is a big stretch to get that far without Archery or BW. Maybe after Writing those techs no longer trigger the leader trait?


Also, on the subject of civic sliders, the religion one is really poor. A better one would be this:

<--Agnosticism----Secularism----Organized Religion----Fundamentalism-->
 
Also, on the subject of civic sliders, the religion one is really poor. A better one would be this:

<--Agnosticism----Secularism----Organized Religion----Fundamentalism-->

That sounds good.

Now here's some really crazy ideas.

1.) Replace the current turn-based system with an active-time system that pauses when one of your units or cities needs new orders, or when you want to revise orders. All units from all civs carry out orders simultaneously.

2.) Movement is no longer tile-based. Units can move in any direction, not just 8, and diagonal movement is no longer more cost-effective than lateral or vertical movement. Units do not crowd onto a single tile, but instead gather in one general location. Larger armies naturally require more space. And any unit that can be reached can be attacked, so strategic army formation is key.
 
Why all the hating on Civics? That was one of my favorite features of Civ4!

Same reason as I dislike the build-your-own units approach; I think the game was better balanced with a range of fixed governments, each with strengths and compensating weaknesses, than with cherrypicking combinations of civics. I'd certainly like more fixed governments, and enough improvement with later ones to make up for the loss of time and energy in having changes of government better than Civ 3 is balanced.
 
Back
Top Bottom