Let's make Civ 5

Make towns useful by making each one take away one of the -:mad: thats caused by "It's too crowded".

Separate slots for building units and buildings like total war games.

Cut unit upgrade prices by at least 1/2 or 3/4. and no cheap AI upgrades.

Find a new way to determine borders because cultural borders is not good.
 
I got a bunch of ideas.

The current research system doesn't make sense, because the way I think of it, people didn't just sit down and say "okay, let's invent gunpowder." So I came up with a more logical approach.

1. Have research broken up into Discovery, Engineering, Religious, Civics, and Military.
2. Research expense is divided up amongst the groups and can be adjusted accordingly, except for discovery, which doesn't need funding.
3. When certain things are invented or discovered, they may add to the research of other groups. Example: Gunpowder is discovered so additional research points are added to Military and Engineering. In the old system, gunpowder unlocked rifeling.
4. Certain discoveries or inventions may be nation-specific and cannot be invented by other nations until that nation invents or discovers them.


Additional Civics should be implemented to enhance the differences between nations.

1. Like Privatiztion. This would give the power to construct buildings in your cities to private owners, thus allowing a player to focus on unit production.
2. Communism should be an economic civic.


I believe relations with foreign leaders could be taken above bilateralism. The ability to have more than two nations around the table would be nice.

1. The power to lend to other nations at interest, with the invention of the banking system.


Economic enhancements would be awesome.
I propose:

Two types of currency: Gold or Fiat. Gold standard slows the economy because the government can't borrow money from banks as necessary and cannot make more gold very easily. However, this prevents inflation. Fiat currency can be printed by banks and lent to the government with interest and allows a rapid expansion of the economy. However, inflation and national debt could kill the economy.

A way different tax structure.
 
Dear all,
I have been playing civilizarion for a fairly long time. In fact I grew up with this game and followed it through from Civ I up to its latest version and its expansion packs. I trully think it is a great game, and several times I have thought of Sid Meier as a "mind reader", a developer who is able to follow the demands of his audience and steer Civ towards the (most of the times) right direction.

However, there are a few things I would and would not like to see in the next version (5) of Civ.

Starting with two of the "won't"s (don't want to sound too critical):
1) Making Civ a "shoot'em up": We should keep in mind that Civ started as a strategy game, and this was how it was loved. Combat is an important and enjoyable aspect of the game, but *not* the only one. After the "Warlords" expansion pack, I think the game started losing some of its balance.

2) Civ Revolution: Am I the only one to question the suitability of game consoles for strategy games like Civ? I personally think that Civ is the type of game that can best be enjoyed with a keyboard and a mouse, it is the "typical" (if such a thing exists) PC game. PCs these days come with rather powerful processors, large memory and video cards, 2x or 4x processors. Thus I fail to see Firaxis point of wanting to shift the game from PC to consoles, other than gaining access to new customers (?). But caution is recommended, because perhaps they run the risk of losing a good share of their current (PC) customers.

What I would like to see:

1) Immigration: I think other users in the forum have raised this issue before. Sims should be free to pack up and move in response to unsuccessful policies, poor economic conditions, bad management, frequent wars etc.

2) UN troops: I would like to see the UN having some more active peace-making enforcement power; other than issuing a mandate that enforces X making peace with Y. Each of its members could contribute some units (in line with population and votes) that would make up the UN Corps, who would perhaps then need to locate themselves somewhere in the "hot" area and deal with guerillas and treaty breaks. This would impose (a) an actual cost on maintaining peace for the UN members; (b) a choice for X who could either go against the UN's troops and pay (or deal with) the consequences or comply for as long as UN is happy to intervene. The role of UN could expand to many other interesting ways, but I leave it up to you to comment and add on my thoughts.

3) Economy: At the moment, the maintenance of the economic environment is too mechanic in all versions of Civ. I think some micro aspects would spice up the game: Perhaps a choice of differing tax rates between cities, so as too attract new investment and deal with local unemployment? There are many things that (in theory) could be done in that front. Again, over to you all.

4) The Space Conquest: most of you I am sure will agree that one of the most thrilling aspects of Civilization is when you explore a new, unknown map. Imagine if you could this more than once in one game. Imagine if the game did not end after sending a spaceship to Alpha Centuri. Instead, the gamer could be engaged with the new task of conquering a new planet(s) (while managing its earthy affairs), with its own set of problems, technologies and enemies, a new colony, which could be used as such: military purposes, resource extraction, actual colonization and further conquest of the space, you name it. This way, the game could become trully open ended, with new expansion packs adding new planets and features and "problems" to the "Civ" universe.

I have a few more suggestions, but I better stop it here for now as it gets a bit too long. Again these are my personal views, based on what I would like to see. I am not sure how technically feasible they are (I an economist, not a software developer), but given the power of new computers I would be surprised if most of them were not. Looking forward to your suggestions.
 
Space Conquest, yes yes yes. Got ideas on that. Will edit up into this post.

I had a plan to write my own variant of civ, was going to focus it on modability, then do a mod within it that was the civ I wanted to see. Came up against this barrier while in conceptual stage: the limits of computers. Given you can only process so much at acceptable game speeds, you can only have so many "tiles," and various factors per tile. Civ, especially with the great BtS, does a good game within those limits, and is modable to what you need if you are willing and able to become able and willing to do it.

So any wishes, other than a quantum leap generation of computers, would be about game engine stuff that can't really be changed by modding. Submap capability would be a big one. Enabling an option for civ 4 (or 5) to be played with older graphics (civ3) would be another.
 
First off, long time player of civ games.... first time on the forums. so hi to you all.

Had it not been for this thread I wouldn't have joined ... but I look forward to a civ 5.

"Have research broken up into Discovery, Engineering, Religious, Civics, and Military" <-- I loved this idea .... but I think it could be tweaked. For example military research gets a massive boost during war, or engineering when the ecomonmy is good, religion when time are harsh?

I think we need to have a resource amount system too, can one source really supply a nations needs? America has oil in texas... but it damm well needs to import.

I hate the artillary system we have in civ 4, maybe artillary units could be attached to others to give a boost... but the nature of the turn system means a battle between two large stacks of units always favours the first to attack.

I think we need civil war.. there was a great mod in the bts expansion that included stability needs. (forgive for not knowing the name ...or being arsed to find it). The introduction of vassel states was class, but by the end of the game we're still left with just the few superpowers. History has shown us that what goes up always comes down.

Some of the AI handicapping needs much to be desired too i think. Espically the unit allowance. I think the difficulty levels should be more gradual, but that is a matter of balance tbh.

Actual penelties for unhappy civs.... independance? mutiny? rioting? and I think that terrorism is gonna have to come into play soon.

It would be nice to see more unique improvments, remember the airfeilds of old? A power plant in the country-side that provides power to more that one city. I'd like to see some military engineers too, for those airfields and bridges. (Why can tanks cross rivers? one of the most important part of planning for world war 2 was to secure and make crossings).

And a militry supply issue, getting that food, ammo, oil to the front line!

Why cant I destroy roads and railways anymore? and buildings dont need to be destroyed either.... bombing runs could damage buildings, or even hit the wrong ones.

I like the senarios that came with bts, but it seems a bit slapdash. Improving it could make for some great improvision within games (but still with the option to turn it off).

I'd like the media to play larger roles (more-so later on) Reasons for going to war.... with pros and cons either way ( pop happiness ... civ opinion)

I'd like the idea of being able to actually make ur rilflemen better than someone else's by extra funding or different training, allowing you to create your own unique unit!

Someone mentioned quite near the start that there are only so many uses for a building or functions it can do... true. but i'd like to see cities building things and at the same time training men. Some civic types could even allow you to train 2,3 or 4 units at a time, at the expense of only producing basic buildings or military structures.

Finally, it would be nice to see some change to the border system. Cities should carry a minimum area around them, but that outside could be up for bargin in peace treaties or neighbouring states.

Sry its long, once I started coming up with ideas I couldn't stop... i'm sure you all know what I mean :).

Slightjunky.
 
"Have research broken up into Discovery, Engineering, Religious, Civics, and Military" <-- I loved this idea .... but I think it could be tweaked. For example military research gets a massive boost during war, or engineering when the ecomonmy is good, religion when time are harsh?
Interesting, though I'd more likely peg, the whole different research categories amongst the various "specialized" citizens in your cities, for example: lets say you want to research an economic technology quickly, you can get your free citizens in your cities to become merchants, which not only provide the merchant abilities, but also provide x number of beakers towards economic technologies.

I'd have the technologies based on of course:
Discovery
Engineering
Scientific
Military
Religious
Economic
Civil

Could there be anymore categories?
And yes, military technologies should get a boost when in wartime (for those who are foolish enough to want to create new military advances at the cost of a potentially costly war...)
Also, civics should also have research bonuses for various categories of technologies.
And lastly, as has been mentioned before, multiple techs that could be researched at a time. Maybe even by different cities (provided you have the buildings to do so, library, university etc... which would mean that they just don't boost research in a whole, but can be dedicated to researching minor techs, or be left to provide beakers for major techs (which btw, would have you research say your main technology, whatever is first on the list, and say 2 - 4 more minor technologies, which are researched by specific cities)) There should be no penalties, if you lose a city to an enemy or whatnot (no loss of beakers), research should simply be transferred to the next available city, or put on standby until say the major tech has been researched.


I think we need to have a resource amount system too, can one source really supply a nations needs? America has oil in texas... but it damm well needs to import.
Yes, there should be limited amounts with varying resources, and units should have certain resource amount requirements in order to be completed, non renewable resources should not be "infinite" (or when they become obsolete)
Natural resources can also become scare or die out if you are consuming them at an alarming rate.

I hate the artillary system we have in civ 4, maybe artillary units could be attached to others to give a boost... but the nature of the turn system means a battle between two large stacks of units always favours the first to attack.
Hmm... dunno about here.

I think we need civil war.. there was a great mod in the bts expansion that included stability needs. (forgive for not knowing the name ...or being arsed to find it). The introduction of vassel states was class, but by the end of the game we're still left with just the few superpowers. History has shown us that what goes up always comes down.
Sure why not? Makes it a bit more challenging for players who have some unhappy citizens in their cities who want to split and form a new sub civilization (which you'd need to conquer all the dissident cities in order to restore order).

Some of the AI handicapping needs much to be desired too i think. Espically the unit allowance. I think the difficulty levels should be more gradual, but that is a matter of balance tbh.
Sure why not, better AI is always welcomed.

Actual penelties for unhappy civs.... independance? mutiny? rioting? and I think that terrorism is gonna have to come into play soon.
Hmm perhaps, could work.

It would be nice to see more unique improvments, remember the airfeilds of old? A power plant in the country-side that provides power to more that one city. I'd like to see some military engineers too, for those airfields and bridges. (Why can tanks cross rivers? one of the most important part of planning for world war 2 was to secure and make crossings).
Sure, why not?

And a militry supply issue, getting that food, ammo, oil to the front line!
Nah, just stick to your military units struggling in enemy lines, maybe even have a unit which is intended as a support for military groups (like a supply truck or caravan) which helps the effective fighting of your soldiers, that's all, no need to be specific on ammo and fuel...

Why cant I destroy roads and railways anymore? and buildings dont need to be destroyed either.... bombing runs could damage buildings, or even hit the wrong ones.
Yep, sure, a good idea.

I like the senarios that came with bts, but it seems a bit slapdash. Improving it could make for some great improvision within games (but still with the option to turn it off).
You mean have scenarios within a normal game? I dunno, I'd probably just say have the scenarios load embedded with CIV V (as opposed to closing CIV IV and loading it as a separate application), well I dunno if that would be memory hungry, but it's much better to easily just go to a scenario or mod, and then return back to the normal game.

I'd like the media to play larger roles (more-so later on) Reasons for going to war.... with pros and cons either way ( pop happiness ... civ opinion)
Maybe, could work.

I'd like the idea of being able to actually make ur rilflemen better than someone else's by extra funding or different training, allowing you to create your own unique unit!
Perhaps, but then again, that's what promotions are for!

Someone mentioned quite near the start that there are only so many uses for a building or functions it can do... true. but i'd like to see cities building things and at the same time training men. Some civic types could even allow you to train 2,3 or 4 units at a time, at the expense of only producing basic buildings or military structures.
Yep, building an improvement or wonder, should be in conjunction of building a unit... perhaps at a slower rate then just sticking to one production.

Finally, it would be nice to see some change to the border system. Cities should carry a minimum area around them, but that outside could be up for bargin in peace treaties or neighbouring states.
You mean selling outside territory? (not trading away cities) Well sure, that could work if your strap for cash or want to please "powerful" neighbours... (like the Munich Conference as an example, though in your own terms perhaps.)

Well there's my rebuttals/extended ideas... now that was longer than slightjunky's! :goodjob:
 
Nice one ... nice to know someone actually read it! (all of it!) It was getting late and i'm sure it was full of it's spelling and grammer faux pas.

however:
Quote:
Originally Posted by slightjunky
And a militry supply issue, getting that food, ammo, oil to the front line!

Nah, just stick to your military units struggling in enemy lines, maybe even have a unit which is intended as a support for military groups (like a supply truck or caravan) which helps the effective fighting of your soldiers, that's all, no need to be specific on ammo and fuel...

I wasnt suggesting actually having units that move food etc up to the front lines ... such things would only make the game more of a reason to keep the unconverted civ fans away.
But the reason the german advance in russia failed was ultimately down to it's failure to supply her front lines. I'm a bit of a war buff (yes , im british :P) and I think that needs to be in a game like civ.
It could be achieved with improvments such as Hq's, that would give operational ranges to ground units. <-- it would also give some ligeitimate military targets to aim for in wars.
I also think that any railways or roads that your forces might have secured, even those in ememy territory should provide speed bonuses (prehaps not 100%).

Thanks for going over it lord david, tho .... and I agree with your research idea more than my own XD (even tho it wasnt my own)

Slightjunky
 
oh and by the scenarios thing, I really meant the random events stuff.

and you mentioned cities reasearching independantly .... good idea, but if it's taken the research could be lost to your enemies (or gained by yourself. The americans gained alot towards thier space program from german sicentists they captured in WWII
 
After brief review of the thread, and looking up and down the front page, I present my ideas (or I'll try)


'Pre'-Corporations: All through history we've had Merchant Groups, Guilds and infact, one major part of the revolutionary war was denial of trade to the Americas*. So, with the advent of certain techs you would gain acsess to possible 'Commerce groups'.

With the discovery of Currency and X Tech, you would recive the ability to construct a 'Central Market' the baisis for a pre-corporation. Baisicly they would be a very weak version of Corporations, but would carry some light benifits. This is obsoleted by Guilds or Banking, whichever comes first.

With the Discovery of Guilds and Y Tech, you would recive the ability to construct a 'Guild Hall'. This is the step in-between Merchant Organizations and Corporations. They would provide 1 free specialist depending on Guild. They would provide benifits a bit more tangible than the first step. These are obsoleted by Corporation.

With the Discovery of Corporation and Z tech, you would be able to establish a Corporation as we have now. However, to make them meaningful they would give improved benifits, a bit like the Corporations Mod. These do not become obsolete.

Finally, with the imput of a very considerable amount of time and money you would be able to simply upgrade your entire organization instead of burning a GP and starting from scratch..


------

Another Idea I had was the training of troops, not necisarily by Great Generals though.

With the expendature of Time+Money a high ranking unit (For example, a 3 Flanking, 2 Strength Knight) can teach units (A regular knight) to one less power grade than him. (E.G. 500 Gold, 4 Turns, Regular Knight recives 2 Flanking, 1 power)

-----

Plauges and Pandemics


My idea is that a City with more Sickness than Health would, for every turn sick, make a cumulative 0.1% (and an aditional 0.1% per extra sickness) plauge spawn chance, and, if a plauge was spawned it would be drawn from a list of plauges.

For example:

A city is sick, it spawns a plauge, one is picked from this pool of 3.

Black Death: Spreads across all trade routes to city, -1 population per turn infected, cured after X turns.

Red Fever: Spread to Garrisons of the city, -50% unit's current health per turn, cured by contact with any units with Medic I, maximum drainage 96% of unit's total health.

Brittle Bone: City produces 50% less hammers, Workshops stop functioning, cured in 4 turns.

The random plauge would be selected and the player would cry.


-----

Greater Spy Systems

As of now, we have just one spy, he sneaks about, looks silly, and does 'supar sneeky things'. My idea is that spys would acrue experience, but instead of by means of combat, but by sucsessful missions. Upgrades would include mission specializations, gained move, or counter espianoge upgrades.

That's really all I have, I wasn't very satisfied by the spy system, but I just can't think of how to make it better.

-----

Resources

This has been covered already, but I thought I'd take a crack at it. I agree with 1 resource unite covers your 5 biggest cities. So if I had 10 cities and one unit of oil, it would only be 'used' in the 5 biggest of those cities. So, if I had a mass transport in my smallest city, it wouldn't have acsess to the Oil bonus, but my MTs in my 5 biggest cities would.

Also, one thing that bugs me a bit is the proliferation of resources. I know that it would bug me shitless to have to play 'find the pebble' with my resources if they ever depleted, BUT, there should be some sort of 'dry spell' or 'inactivity period' in the resource, possibly noted by an 'Oh-crap-something-bad-happened' Message. In this time the resource would be, for all intensive purposes, not there, but, after a time would be 'rediscovered', 'rejuvinated', or able to be used again. But for the love of god, end with the 4000 B.C. to 2000 A.D. proliferation of one single product, forever and ever.


....Also, please bring back the diverse cornucopia of Resources, you can find uses for em...but I want my tobacco damnit!

-----

Finally, Seiging Cities.


Right now, we have naval Blockades, they block off all the tiles of the sea, and sea trade routes. To accomplish such a thing on land requires you to spread your forces into the target city's fat cross and then, you still haven't cut off the trade routes**. So, a new option for seige weapons, after you've reduced his defenses and have set into waiting for him to come at you or reinforcements to arrive, you can set the weapons to 'Seige'.

This effectively locks the seige weapon, every SW set to 'Seige' blocks 3 random squares off of the target city's fat cross. Once all squares immediate to the city are cut off, trade routes are also cut off. To maintain the Seige the SW's cannot be Attacked, Moved or Fangled in any manner of such. So, a desperate player, could potentially unlock his city by counter Seiging and atleast interupting your SW's seige activities by engaging them.


------


Notes:

* : This could be argued to just having britain 'Demand' America to 'Not trade with Civs X, Y, and Z' but the East India Company, a Merchant Group, had exclusive rights to selling tea into the Americas.

**: I'm not sure.


***: Sorry for any spelling or Grammar mistakes, English may be my first language, but at 2 AM it coalesces into muddling and prayer.

That is all, thank you for your time.
 
To make the game more interesting, we could make some updates on the United Nations Wonder (I.E) you could get certain privilidges (powers) if you get elected President of the United Nations, like what they did after WWII.
After the WWII war, the united nations settled the war by making the peace treaties, and certain units could come out of this too, Peace Keepingunits.
Also, a little more Civil Wars within some nations, to make other nations like in Civ 2.

Just some ideas from a Civilization Gamer. :D
 
First off, I am a great fan of the Civ series, and did not find Civ 4 to disapoint.

I would like to see rivers change. I would like to see different widths. Rivers have played a major role in the development of civilizations, roles in warfare etc. Currently there is no advantage to researching construction and having bridges. You can still cross the river, just taking 1 turn. With wider rivers, you can use them as a wall such as mountains are right now. Then add a technology a little later on, bridge building. Perhaps have bridges become more and more advance as the eras go?

Also, I would think a canal feature would be nice.

Canyons and different terrain altitudes would be really nice addition. Again, terrain has played a great role in societies since dawn of man. Someone had mentioned in an earlier thread to make mountains accesible. I would have to agree as the Incans have proven they can build at higher altitudes.

Other than terrain changes, game is great! I don't think adding more buildings or techs would improve rather then confuse.

Can't wait for the next installement!
 
Well here are a few of my ideas.

1. Rivers: If a city further up river than you is having pollution problems the "fresh water" bonus becomes a :yuck: polluted water penalty.

2. The senate: When you choose a civic that would have a senate (Suffrage, Representation etc.) then each city gets 1 rep for each population point. If the citizen is happy they vote for your party if they are unhappy they vote for your opponents party (and lets face it most of us play Civ IV like Republicans :joke:) so if you have more unhappy citizens than happy ones you'll end up with an opposing party in control of the senate and you will be unable to declare war or sign any treaties that would add a lot of realism.

3. If enough of your cities are a long way from your capital and unhappy they will have a chance of seceding and forming their own nation then you have two choices

1. Let them form their own nation
2. Secession is TREASON declare (war on them)

4. Arms control there needs to be a way for you to control you citizens access to fire arms, if you choose to be lax you'll get free units and a high chance of spawning partisans, but there will also be a high chance of armed rebellions in cities with high unhappiness.

You can use moderate gun restrictions which will give you units from the previous age (ie musketmen instead of riflemen) as partisians but there will be few armed rebellions.

Or you can have total gun control, you'll get not partisans but you will avoid any chances of armed rebellions .

Hope you guys like my suggestions please comment on them, take care.
 
And I agree that certain river sizes should be impassable until you get a certain tech rivers were very good in defenses back in the day.
 
(and some dirt-throwing on civ IV):p

(I haven't tried Civ IV BTS yet, so there might be things here thats allready fixed!)

1
I think it would be cool if new civilizations could appear during the game, just like the barbarians. Those who start later in time, should get some economical bonuses, and get all the technology from the first other civ they meet.

They have got close this idea in the BTS's colony function.


2
Civil war????
I'm not sure how it can be possible to make without
letting it be annoying.


3
Trading with war, like in the good old civ III!
I miss it, loved to terrorize small civs!


4
It's fewer things (exept resources) you can trade in the ancient times of Civ IV
than in the ancient civ III!


5
The AI players in Civ IV are often very unwilling to trade resources, technologies and create allegiances,
thats annoying! :blush:

6
The modding in civ IV is really cool, but steals my time because i have to enter all the XML files and watch the "exstremely quick" loading when I'll test if it. Therefore, i wish i could have a program to make the modding quicker!

7
I want it to be possible to get more than eighteen civs on a map. In Civ III i could play with 31, this makes the older game better!! :mad:

8
:borg: In the 5. verson verson of civ, i think it would be nice if they continued the tech tree, and made the digital age and/or the nano age. There they could put cold fusion plants, thorium plants and thorium resources (We norwegians can get more than oilmoney to swim in!), robot units would be cool to!! (with wheels/belts, not any silly legs of course)

9
I miss the paratrooper, and I want a stealth paratrooper
with a long-ranging helicopter!

10
Borders should be changed with war,
not only culture. When a unit stays in enemy territory, there
should appear a "capture button", to make the square your own.

11
Helicopters/gunships should be able to cross seas, then
they would have ben more interesting to build!
 
i always thought it would be cool to be able to implement real life economic strategies, for example forming opec type agreements, and free trade agreements. that way there would be better reasons for war other than "our close borders.'' if someone breaks the opec, invade them.
but yeah after i took international econ class i was thinking it would be cool to specialize your countries output and then trade for things you need instead of trying to produce it all yourself. the corporations thing looks cool to me but i haven't gotten BTS to work yet.
 
I have a few ideas, some old , some new.

1. Inperfect knolowdge (or development fog).

a) We do not do the engineering work, but exploring the funture via making strategic decisions. So, the technology tree should not forsee in the very beginning. The education level (eductaion bulidings %) decides how far and how accurate the technology tree can explored; news form other nations development level can help, but the links to developed technologies do not show.

b) The changing map is good enough. But it will be better if the river can be more useful and change more.

c) The fog in management should bring more fun. The statistics and excutions should not be perfect. The statictics accuracy should corelated with eductaiion leve and legislation enforcement level.
d) The warfare infromation should not be perfect; it should reltate to the intellegence budget/ foes' anti-spy budget ratio.

Basically, I hope player feel less boring while the uncertainty is larger.

2. Strategic decison making, not daily routine operation.

a) Financial management replace building desions. Via budgeting and building schdeule, I hope players can be released from the boring repeating opertaion.

b) laws should be more useful if a player choose to develop a nation under the rule of laws.

c) The military units buliding and moving are boring. I holp budget can solve the problem. I also think it is a good idea to assign a general to execute a battle or even an entire war. What players do is to control the budgeting, and give strategic level orders. It is important to deside the scope and content of strategic level orders. They should be critical to the result and only make once in an assigment/battle planing.

What a player can do if most opertaions are not necessary anymore?

I hope players should be have more time to think bigger, think deeper, enjoy the battles with tea, rather using mouse and keyboard so hard. The fake feeling of control everything is not good. It is just too easy-- thinking is not necessary, hard working is the only thing to do-- when you konw your goal-- and there is no accident. Fight to accident/uncertainty/surprise, that is the nature of civilisation.

3. Peace is one of the purposes of civilisaiton. However, war is not necessary create by governments. I hope civil war, colony war and anti-terrorism war can implemented in next version. I have no idea how to make these event occur.

4. Civilisations are not naitons. I hate to see the confussion. Civilisations do change, so I also hate to see fixed characters of a civilisation. To define a civilisation, built wonders are the best way. The choose in wonder building represents the characters of a civilisation.

What I am interested is the rise and fall, born and death of nations. For example, an old nation may divied into three new nations; or USA made it independent from British; or Russia became CCCO; or the death of Roma.

And more, the invaders may not conquer the loser' s culture, but be conquered by its culture. Than the old civilisation may go on, or a new civilisation is fromed.

5.Barbarian setting is good before firearms. To develop its potential, I hope to see a way to civilise barbarians, or barbarians beccome new civilisations and establish new nations.

6. It is unusual that the ruler of a nations use a single name in 6,000 years. And the inheritance of power is always one of the most wonderful parts in history. It should be interesting. The long name list and stories of a country's leaders should be fun. It shuold affect the governing stabliity--such as the national income, social development, warfare, wonder building, national and project. Sometimes I think the player sould play the role of advisor, general, or colony governor rater than the leader.

7. In later stage, becasue there are no modern problems, war is the only way for fun. I do not like it. corruption, pollution, financial stability, employment problems, crime rate, aging society, health problems, larger differentiation between rich and poor, drug, race discrimination, species extinction...... there are so many issues can make the game more fun. War is just one of the ways to slove problems, and maybe the worst one. Is it any way to implement these elemenets?

8. International events. Sports, exhibitions, etc.
 
Another idea: After conquer a civ, we should have the ability to build the unique units of the conquered!
 
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