Let's make Civ 5

Personally I think there are enough civs. What you probably mean is more unique units and unique buildings, and so more civs and leaders? Where do you stop? Do you want a Kosovonian Civ? Frankly I don't think it would make sense having civilisations that haven't been around all that long, hmm! Should there be an Italian civ? Its a relatively new country and it could be considered the remnants of Rome but it was only formed as the country that exists today since C19th.

Or do you mean you want bigger maps that can fit more civs in one game?

On a different note, advertising as a tech, would add a small commerce increase to the effect of broadcast tower.
 
Well should there not be a Serbian civ first? And a few of the other Balkan states.

Yeah I would prefer less slow down too.
 
OK The first and most important thing the civ makers can do is get rid of culture borders and replace them with territory claims. This may sound odd at first but think about it. America doesn't get Canadian territory because New york produces a lot of culture. A French revolt in London doesnt happen because some artist in Paris created a great work of art. In order to get Territory a nation would first establish a claim to that square. The second part would be establishing actual control over that tile with a military unit or somethings you gain control over territory you can continue controlling it without military units with a A CITY. This could also open a new diplomacy option like offering to buy territory from another nation (Us Louisiana purchase for example) or asking another nation to recognise your territory(like the native Americans futilely asked the united states). You can claim territories of another civ but that would obviously make the other civ mad. Once you establish control of that territory you can have your citizens farm it. You can establish claims over territory you can't see but you cant establish actual control.

Another thing you actually would have to move a citizen unit to work land.

PS. first post ever sorry if my ideas are hard to follow AND PLESE COMMENT SO I CAN MAKE MY IDEAS MORE CLEAR TO ANYONE WHO DOSENT UNDERSTAND
 
I'm actually working on incorporating that in my mod. There is a mod component out where forts can produce culture borders. So I'm gonna use that, forts, to claim territory instead of culture. Still in the very early idea phase, but I completely agree with you and intend to make it happen.
 
Wow you must be a relly good modder because in order to realise this idea to its full potental you would have to almost completly rework the game (Diplomacy menu, AI know where to put them, Overlaping teritory clains possible leading to dislike from other civ, ect) I also think that to get this Idea to actualy work it has to go beyond forts but forts is probaly the best start to see if this idea works.
 
Regarding the borders/culture debate, what about this as a mod?

1-Make all tile improvements have 1 tile of culture
2-Make a new worker action "Claim Land" (1 turn to build), which graphically and game-mechanically does nothing, but expands culture as per #1.
3-Make all explorer-type units have this new action
4-Change the expanding radius of city culture to require much higher levels
5-Tweak the AI to make better use of these abilities
 
Regarding the borders/culture debate, what about this as a mod?

1-Make all tile improvements have 1 tile of culture
2-Make a new worker action "Claim Land" (1 turn to build), which graphically and game-mechanically does nothing, but expands culture as per #1.
3-Make all explorer-type units have this new action
4-Change the expanding radius of city culture to require much higher levels
5-Tweak the AI to make better use of these abilities

Its a start but it still dosn't have a diplomicy factor like selling claims or overlaping ones. One thing this mod could turn into is a massive land grab where you build like fiftey scouts at the begining of the game. Claim all land first. and soon win from lack of expansion of all other civs.
 
Another thing I want to stress is the mantaning factor. There should be another varible control. military units that are loyal to you increase your control. Un happy citicens decrease it.
If you have almost a complete lack of control your citicens will have a chance to rebell posibly making a new civ of there own after some sort of civil war grants them independence.
 
Oh and on the lack of civs debate Civ5 should come with all the civs you expect and offer you to download alot of others ,that played less of a part in history (Belgium for example) but some people still want, from their website. this way people who don't care about the extra civs dont have to get them.
Also civ 5 should come with a modding tutorial or at least have links to websites that have them so people dont have to go this site to learn.
 
Production
It would be a much better civ game if you could produce multiple items in your cities. The production would then be divided between the items, and you should be able to ajust their priority.

Technology
It's very complicated to make a good tech tree, so i think it woud be better to use a technology function similar to Microsoft's Rise Of nations. Instead of choosing between different research items, you could choose between commercial, millitary, scientific, civil and engineering research. If the gap between two of the research ways, the bigger one will slow down and the smaller one will gain more speed. To get technologies like tanks for instance, you must have researched 500 military, 450 science, 490 engineering research. A factory would then need around 460 engineering, 430 science, 400 civil and 410 commercial research.


Ideologies and religion
Religions and ideologies shouldn't have names, but every civ should start with their own polytheism. To gain political advantages, you should try to fill your neighbours with your religion. Later in the game, great prophets can start great religions, which have much more political and cultural influence. When i play civ IV, civilizations like America can be the founder of hinduism, and china the homeland of Islam. Every dork can see that the style on the buddhistic and hinduistic religions looks very similar to the asian buildings, and the christian buildings is very like the europian buildings. In civ V, the great religions should get the style of their homeland, and have names like Great religion 1, Great religion 2...

At the end of the industrial age, a new kind of religion should appear: Ideologies. Fascism, Communism, Capitalism. When Russia china etc. come to this point, they'll have a great chance of getting Communism, Italy or Germany usually get Fascism, America and western europe will more likely get Capitalism. Every civ will have numbers showing which ideology they'll most likely get.
An example:
[
Germany
Fascism 80 %
Communism 10%
Capitalism 10 %

Italy
Fascism 80 %
Communism 5 %
Capitalism 15 %

France
Fascism 10 %
Communism 10 %
Capitalism 80 %

America
Fascism 10 %
Communism 5 %
Capitalism 85 %
]


Space
Colonies on the moon or on Mars, Space Stations, Exploration of the solar system. Doesn't that sound great? Harvest Helium - 3 on the moon-surface and use them in your Fusion Reactors.
Read about Helium - 3 on the moon here!

In space, you can place devices to destroy your foe's space constructions, Star Wars has begun!!
In the future, you can make vehicles to explore mars and the moon, an maybe fight wars there?


Civ IV diplomacy Sucks!
I like the diplomacy in Civ III better than the diplomacy in Civ IV. You must almost advance to the medieval age before your'e able to do anything at all. Your opponents are also very unwilling to share their trade items. I think the creators of civ V should take a closer look after threatys in the world history. I want to use my neighbours to co-operate with me in strategical plans, trade with units, create defensive or trade pacts where the members can vote if another civ want to become a member (Like EU or NATO),

The leaders can't just talk about the weather!

Units
I'm tired of upgrading units, and it's expensive as making peace with a Deity. Units should be upgraded free and automatically, let it require a special amount of Military research instead. The units should be less overpower, and a bit cheaper. I also miss the armies in civ III, i want it back, just with the ability to make units leave the army.
 
It would be a much better civ game if you could produce multiple items in your cities. The production would then be divided between the items, and you should be able to ajust their priority.

It's very comlicated to make a good tech tree, so i think it woud be better to use a technology function similar to Microsoft's Rise Of nations. Instead of choosing between different research items, you could choose between commercial, millitary, scientific, civil and engineering research. If the gap between two of the research ways, the bigger one will slow down and the smaller one will gain more speed. To get technologies like tanks for instance, you must have researched 500 military, 450 science, 490 engineering research. A factory would then need around 460 engineering, 430 science, 400 civil and 410 commercial research.

Yeah I agree with this. good ideas.

Religions and ideologies shouldn't have names, but every civ should start with their own polytheism. To gain political advantages, you should try to fill your neighbours with your religion. Later in the game, great prophets can start great religions, which have much more political and cultural influence. When i play civ IV, civilizations like America can be the founder of hinduism, and china the homeland of Islam. Every dork can see that the style on the buddhistic and hinduistic religions looks very similar to the asian buildings, and the christian buildings is very like the europian buildings. In civ V, the great religions should get the style of their homeland, and have names like Great religion 1, Great religion 2...

Yeah good idea, especially about prophets founding religions. Makes sense.

At the end of the industrial age, a new kind of religion should appear: Ideologies. Fascism, Communism, Capitalism. When Russia china etc. come to this point, they'll have a great chance of getting Communism, Italy or Germany usually get Fascism, America and western europe will more likely get Capitalism. Every civ will have numbers showing which ideology they'll most likely get.
An example:

while I agree that economic system should be much more important than religion at the later game, making certain countries more likely to be on of the 20th centries big three is just not going to happen. Germans would be really pissed off, and would point out that Germany weas fascist for only 13 years, part of it was communist for 40 years and the rest capitalist. Ideology should be more important, but you cant weight it towards certian naitons. Besides, what would Babylon lean toward? Zulus? Celts?
 
making certain countries more likely to be on of the 20th centries big three is just not going to happen. Germans would be really pissed off, and would point out that Germany weas fascist for only 13 years, part of it was communist for 40 years and the rest capitalist. Besides, what would Babylon lean toward? Zulus? Celts?
I didn't mean that they had to take this ideology, but that the ideology woul more likely be fouded in one of the civilization's cities. Civs like babylon could have 33%-33%-33% chance of getting them.
But i see your point, history is always complicated, and REALLY difficult to make a game about.
 
Yeah true. I wouldnt personally have a big problem with it, but it might encounter big trouble trying to market the game in Germany once it emerged that they were most likely to found fascism.
 
Its getting back to this debate whether Civ's civs are supposed to follow their real world versions or if you are supposed to direct them and influence them. We already have different countries having traits and things. You don't see England or the Celts being more likely to build Stone Henge, or China more likely to build the Great Wall, France doesn't get a bonus to build the Eiffel Tower. Civ is supposed to be a civilisation simulator not real life! I always think it is funny when Ghandi declares war on me! It isn't the real Ghandi after all and it is silly to think that a Civilisation would be have the same traits from the beginning of time to the end of time.
 
All you guys want is micromanagement heaven. I think Civ4 is a wonderful game. I don't want a stupidly cluttered tech tree, like GalCiv2's tree. I don't need 50+ civs to make things interesting.

I don't get this circlejerking about adding complexity.
 
All you guys want is micromanagement heaven. I think Civ4 is a wonderful game. I don't want a stupidly cluttered tech tree, like GalCiv2's tree. I don't need 50+ civs to make things interesting.

I don't get this circlejerking about adding complexity.

I almost 100% agree with you. Not to be rude, but most every suggestion and idea I see in these threads will just add TONS of unneeded micromanagment/complexity/balance issues. I don't at all think Civ IV is the best game it can be, but I now see why they pay professionals big bucks to come up with the crap that goes into games- no offense but I'm glad none of you guys are actually making Civ V ! :p
 
Yip a few more would be great as well, as long as they don't just put them there for no reason.

Civ IV is a far better game than Civ III, but there is one unit I miss from Civ III, and that is the partisan unit. You could build them without any resources at all lateish in the game, and enough of them could take out a mechanized infantry. Partisans could do magnificent things (just as in real life), even though they were not sufficient to win a war on their own, and they gave you a bit more of a chance if you didn't have any oil wells and so on. So I'd like to see the Civ III partisan unit return.
 
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