Please bring back....

Pyramids adding a granary in every city was WAY overpowered in Civ III, basically game breaking. One thing that's really nice about Civ IV is that none of the wonders are game breaking - they are all useful, but they are all something you can do without.
 
If I remember correctly (it's been a while since I played anything other than Civ IV), Leo's workshop was in Civ III in a similar way...it gave you like a 10-15% discount on all unit upgrades or something like that...if it was a wonder like that it would be great.

Leo's Workshop in Civ 3 lets you upgrade units at 50% cost. Thus, it is an extremely powerful wonder.
 
2. Trade Caravans - did get abit micromanagementy, but hopefully the whole trade/commerce gameplay will get developed in CivV
I really like trade routes implementation in Galactic Civilizations. You build a unit - freighter - and go to a different city planet, the further the better. Once you arrive, trade route is estabilished and brings you profit and the owner of the other city also gets profit, just way less.

Trade route consists of real, miniature freighters which can and do get destroyed in times of war (like any other unit). Once enough freighters in that particular route are destroyed, route disappears with "too dangerous to mainatain" message.

On top of that, there are all sorts of buildings, national wonders and world wonders (in Civ4 terms), which somehow improve trade routes, e.g. "tougher freighters" makes them, well, tougher. Or there's another one which makes your routes never disappear, no matter how many freighters are killed. It's just that freighters arrive like one per turn, and if one is killed, you dont get profit that one turn, thats all, if I recall.

It's nice balance in micromanagement I think.
 
I really like trade routes implementation in Galactic Civilizations. You build a unit - freighter - and go to a different city planet, the further the better. Once you arrive, trade route is estabilished and brings you profit and the owner of the other city also gets profit, just way less.

One problem with that is that it's ahistorical--at least for a one-planet game. Trade routes in actual history, prior to 17th century transportation technology, was a function of goods traveling along trade routes by passing through multiple hands, each vendor along the way reaping only a marginal profit. The end user, whether a European silk wearer or a Chinese silver jeweler, paid a high price for the lux, but no one city along the way earned big rewards for producing the luxury.

I'd like to see trade handled a bit closer to Civ2 style, but only the bit where each city has a particular menu of supplies and demands. No caravans. Instead, those should happen through a separate negotiation interface, similar to the diplomacy. Make it easy to put it on autopilot (ie, hand trade issues off to a city governor AI) but also allow micromanaging geeks like me to negotiate trades within, say, a 10-20 tile range, depending on accessible roads and the technology at the time.
 
What expired features/civs/leaders/units/etc.. do you want CivV to bring back.......

1. Leonardo's Workshop (civ 2 i think) - upgrades ALL units when the Wonder was completed, perhaps could come back as National Wonder?

I like the wonder's effect (either the Civ2 one, or the nerfed Civ3 version), but I hate the actual thing you build. Civ has done a great job of moving towards actual wonders, so it would be a shame to go back arbitrary things like Leo's Workshop. My suggestion would be Qin Shi Huan's Terra Cotta Army having this effect, but, either way, it's not a bad thing to bring back (as a wonder, not a national wonder, that would just be too powerful).

2. Trade Caravans - did get abit micromanagementy, but hopefully the whole trade/commerce gameplay will get developed in CivV

I hope the economy is more developed, but I'm not sure if sending caravans is the way to go.

3. Settlers joining existing cities - Population migration, happens in real life

This would only work if they go back to the old system of building settlers, not the new one. But we'll see.

4. Colonies - grabbing resources outside borders, really liked this feature

Everybody talks about how much they miss colonies. But when they were actually around, I don't know of anyone who used a colony for more than a temporary gain. If they were to return, they need a massive overhaul.

I'd bring back coastal fortresses (but make them work) and radar towers as a defensive improvement (can't have too many things for a worker to do).
 
I always missed the caravans. We also need more good looking women as advisors.
 
I like what the air and naval units can already do in CivIV. But I would like to also bring back their CivII abilities, which, in the case of the naval units would be bombarding the coast to destroy actual units. I would also like to see Coastal Fortresses brought back. I do not play too many games into the modern era (I prefer the Renaissance and Industrial ages) so I am less concerned with the air units. I usually cap my tech tree for the game at one of these two ages.
 
What expired features/civs/leaders/units/etc.. do you want CivV to bring back.......

1. Leonardo's Workshop (civ 2 i think) - upgrades ALL units when the Wonder was completed, perhaps could come back as National Wonder?

2. Trade Caravans - did get abit micromanagementy, but hopefully the whole trade/commerce gameplay will get developed in CivV

3. Settlers joining existing cities - Population migration, happens in real life

4. Colonies - grabbing resources outside borders, really liked this feature

Any more?:)

1-3 were all in Civ Rev, and I don't know what you mean with 4.

Since my experience with "real" Civ games is limited to cheating myself 100 stealth bombers and 50 nukes in Civ III, and getting raped by my home country in Civ IV: Colonization, I'm just going to be quiet now.
 
* pyramids and shw paya are overpowered, they should be removed. no civic change before related tech is reasonable.
free granary each city was better for the mids.

* in civ3, colonies bringing resource was very good (worker settled on a resource)
in call to power (if i'm not confused), you could also build a truck-kind-of unit to transfer the extra food/hammer of the tile to a city (of a tile outside city's fat cross). that was also reasonable as that resource was already in your borders.

* i would like civ5 to do sth about unit movement/penalty rules.
http://forums.civfanatics.com/showpost.php?p=8948083&postcount=221

* also bring back unit workshop of SMAC. i want paradrop settlers and workers with high defense strength etc.

*trade caravans in civ2 were meaningless and a waste of time. this is civilization, not railroad tycoon or pharaoh. i don't want to waste time on such manual trade settings.
trade caravans issue in civ2 had an overpowered option, i even conisder it a bug. you could transfer food from 1 city to other and the arrival city increased pop by 1 suddenly. then you do this for all cities and all your cities increase pop every 1/2 turns.

* settlers joining existing cities were fine but should be limited. i am also against the idea of growth stopping while building settlers. pop decrease should be there, but decrease by 1, not 2 like civ3 did please!

* remove workers as "call to power" way.

* a new research feature might come (optional) you could divide research in 4 divisions growth, economy, military etc. And you could divide your tax into these 4. you don't pick any tech to research (like blind res), you only pick which area of science you want to develop faster. than after 10 turns you get iron working as a surprise. you might also get horseback riding, but IW came instead. what would you do then? it would be harder to play but more realistic. but this should really be optional.
 
Leonardo's workshop would have been soooo broken in Civ 4. Disconnect iron and bronze, build a bunch of warriors, reconnect it and watch them all instantly upgrade to macemen.
 
Bing back the "Palace Builder" (can't remember what it was called) from some previous versions - totally useless but i liked to build up my own palace :king:
 
Leonardo's workshop would have been soooo broken in Civ 4. Disconnect iron and bronze, build a bunch of warriors, reconnect it and watch them all instantly upgrade to macemen.

What about the Civ3 Leonardo's Workshop? That one gives you half-priced upgrades - not as overpowered as the Civ2 one but still very useful.
 
I want the ability to easily put a specific civilization with ANY leader in a certain starting spot on a pre-made map. Earth maps in CivIV are so annoying having to play a specific leader if you want preset, historical starting locations.
 
I also would like Walls to become more useful. As they are now in CivIV they merely delay any well prepared attacker an extra turn. No sense taking the time to build them. Castles are even worse they seem to go obsolete within a few techs of coming available.
 
Speaking of useless walls, I hope any renewed advisors are less brain-dead in the past...

(red-faced military advisor)

BUILD, CITY, WALLS!! (...no matter whether they're useful or not!)
 
Outposts, that rings a bell, for some reason I always thought they were called colonies. Either way you 'settled' a worker on the resource. I liked the idea that you had to guard them and the connecting road otherwise you lost the outpost/colony to barbs or rivals. When it was your only source of copper, it made it very important!

Thy were called colonies, outposts got rid of the fog of war in the outpost and other surrounding tiles.
 
Colonies would indeed have been interesting in Civ4.
Hopefully something like it will be included in Civ5 :).

I want the ability to easily put a specific civilization with ANY leader in a certain starting spot on a pre-made map. Earth maps in CivIV are so annoying having to play a specific leader if you want preset, historical starting locations.

Next weekend, you'll get a mod for this ;).
 
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