Bearmanjew
Chieftain
- Joined
- Jul 5, 2012
- Messages
- 25
Apologies if bits and pieces are covered elsewhere on the forums, but I don't check civfanatics very diligently, I tend to hang out at /r/civ. But someone there said that the devs would be monitoring both them and "the forum", and this is the only civ forum I know. So I figure I'll just splurge them all out here and hopefully they get a little bit of visibility. And thanks in advance for reading.
The Environment:
The Environment:
- Climate change should be slower but harder hitting. If you industrialize alone, then you should have a while to hang out (it was a long time before we even noticed), but once it hits, I want to see oceanic acidification and desertification...dead reefs, vanishing resources, massive loyalty hits across the board to all cities as the world descends into Mad Max, even the possiblity of an "everyone loses" endgame.
- More natural disasters. Forest fires, earthquakes, tsunamis, asteroids, and solar storms that only affect you in the late game, could all be added.
- When a disaster fertilizes a tile, either tell us what the new yields are in the sidebar don't auto-jump a unit that needs prompting, since otherwise it's a pain to work out the changes.
- Ivory on tundra or snow should have an alternate graphic to show it is walruses, not elephants. It's such a tiny little thing but it'd be a nice touch in my opinion.
- Luxury resources should start out providing amenities for fewer cities (I propose 3) but as time goes on and extraction/production methods improve (ie as you reach certain techs) that number should get bumped up (I propose 6).
- Give us the power to decommission power plants rather than just replacing them.
- Give us a bigger and better future era (maybe with a pre-game option to disable it for those that dislike it). Not just giant mechas, but cyborg spies, cold fusion power plants, mag-rail infrastructure, clone armies, and AI drones.
- National Parks should use real park names where possible, unless you are forming the park around a natural wonder.
- Ability to abstain from votes in the world congress.
- Ability to affect what comes to a vote.
- Ability to defy congressional treaties (at great cost, of course).
- More options for congress votes.
- Gives us a toggle that says "I will not trade this under any circumstances" to reduce the spam for great works, captures spies, etc that you have no intention of trading under any circumstance.
- Allow corporations to make a triumphant return. We last saw them in IV, but they, like religion in IV, weren't very detailed. It's time they got some love again.
- Atheism. If you take too long to get a religious victory, at some point some civic should enable the general deterioration of all religion in the empire that researched it. This also might give some tools to those that miss out on a religion without just disabling the whole victory type. As is, everyone has to fight for them even if their civ logically shouldn't care at all because if you don't, you have no meaningful defenses against it; doubly so if you are a more peaceful civ (since this takes away your option to condemn them as heretics).
- Border skirmishes. If I don't want or can't take an opponent's full city, but I do want to move the border back a bit (perhaps they are Russia and settled near me, or they bought land out to me, or whatever) I want to be able to declare war to shift the border with no city exchanges. Should be cheaper to do if the new border more closely follows a river, mountain range, something that is a natural boundary.
- More game set-up options. I dislike it when nations start so close together, so I want an option to be able to raise the minimum spawn distance, for example. Other options could include having multiple spawn biases and choosing how many are enabled (thus permitting you to start a game with more "flavorful" starts, if you are Hungary maybe your bias is to have rivers and flatland and geothermal vents, but depending on your settings any number of those might be enabled). It could also take the form of better control of how the ratio of science/culture/etc to production is balanced - I personally think tech goes way too quickly, and would happily set it to 50% slower speed if I could, but that increases production costs as well. There's no reason I can see to make it such a pain for players to make the game how they like it.
- Dynamically arising nations. In IV iirc, if you released a colonial vassal, it took a leader and civ that were not in use and made them your colony. Drawing on that, I want to see city states that take over other cities "ascend" and become full fledged major civs rather than just auto-razing the city they captured. They would start with an alliance with their former suzerain, and the civ chosen for them to be influenced by their former city-state type (militaristic city states are more likely to become the Mongols than the Canadians). I would also like to see if a large cluster of barbarians forms, it could become a militaristic city-state, which in turn could become a nation just like any other city-state.
- Late in the game, when we can engineer environments, give us the ability to plant bonus resources of certain types. This may be hard to balance so that it doesn't become plant/harvest/repeat, and obviously not all resources should be plantable (stone, for example) but especially the food resources should be.
- Give us back the demographics system from IV, of a sort. You used to need espionage points to see what a nation's strength/GDP/etc was. That system was a little too binary for my tastes, however. I think that now you should have a range of values for each category (military strength, manufactured goods, etc). That range gets narrower as you know more about the nation and your openness increases. So for a complete unknown, all you might know is that they have anywhere from 40k and 200k troops. But as you get more open - embassies, spies, alliances, whatever - that gets narrowed down, until you can see that they have between 110k and 115k, which is much more useful information.